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/qst/ - Mitsuba Archive


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The grass is dewy and the morning breeze is cool as you break camp, just on the outskirts of your destination - the small frontier village of Lindow. Your band of vagabonds are busy preparing for the final day’s march into the small hamlet where the promise of soft beds and work awaits you (hopefully).

It’s been well over a fortnight since your band took on any significant work and, while morale isn’t necessarily low, the men are becoming restless and disillusioned with just how bountiful the frontier was meant to be. Your time here has been brief, to be sure, yet it hasn’t been as profitable as you’d hoped.

As the final day of travel consumes most of the daylight ahead of you, trudging your small band by farmsteads and fields of grain, it’s best you agree on a few things to begin with.

>> What is the name of your unit of mercenaries?

>> As commander of this unit, what is your name?

What weapons do your soldiers specialise in?

>> Swords and axes
>> Bows and crossbows
>> Spears and pikes
>>
>>4911902
>The Forlorn Rangers

>Markus "The Butcher of Verd's field" Fletcherson

> Bows and crossbows
>>
>>4911902
>What is the name of your unit of mercenaries?
The Hard Cunts

>As commander of this unit, what is your name?

Jon 'Murder' Fitzroy

>swords and axes
>>
>>4911907
>>What is the name of your unit of mercenaries?
>The Hard Cunts
>>As commander of this unit, what is your name?
>Jon 'Murder' Fitzroy
>>swords and axes
+1
>>
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>>4911907
>>4911908

Very well, you are Jon Fitzroy (called simply ‘Murder’ by those who know him well), Commander of the humble Hard Cunts, a mercenary unit of sworsman and martial experts..

Your band is small at the moment, with only a single unit of 20 warriors under your banner, though they are relatively well equipped and well armoured. Your daily upkeep is only a single krown, thus current coffers should keep you marching for another week.

Morale is high.

By sundown you make your way into the small village of Lindow, welcomed by few and glanced upon with suspicion by others. Finding space at a local tavern you set your men loose with their daily wages before sitting back with a cold mug of ale and some simple fare for supper.

The township seems quite poor, maintaining itself off farming and fishing from the nearby lakes, though by the looks of some of the patrons in the tavern there must be some kind of lumber mill in operation, too. All in all, as the central township between the only two larger frontier settlements in the region, Lindow’s offering is meagre and disappointing.

As your company enjoys what little entertainment there is to indulge in, how do you spend your evening?

>> Looking for work
>> Looking for recruits
>> Improving morale (1 krown)
>>
>>4911929
> Looking for recruits
>>
>>4911929
> Looking for recruits
A backwater is a good place to find more meat for the machine.
>>
>>4911932
>>4911945

You spend the evening surveying some of the locals - and travelers - both around the tavern’s common room and also out in the streets. Alas, the folk here are disorganised peasants, and even those few you spot who look like armed militiamen would struggle to add any value to the training and experience of The Hard Cunts.

Unsurprisingly, there are no units or parties in town, nor are any of your soldiers in a position to take on a leadership role even if there were enough fresh bodies to fill out a unit.

That said, at one of the small town’s other inns, you do eventually make contact with a handful of disparate adventurers who are down on their luck and unsure where they’re headed. The promise of solid coin will easily entice them and, though you’ve only got appearances (and the cut of their gear) to go off, you suspect they’d make good initiates into The Hard Cunts.

Bringing in the small group will bolster your ranks with no impact on daily wages, though it will require some gold up front.

>> Hire on half of them (+3 fighters, -1 krown)
>> Hire them all into your unit (+6 fighters, -2 krowns)
>> Leave them as they are, your unit is strong enough
>>
>>4911947
> Hire them all into your unit (+6 fighters, -2 krowns)
Better to start early with the numbers before we start losing men.
>>
>>4911947
> Hire them all into your unit (+6 fighters, -2 krowns)
>>
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>>4911949
>>4911959

> Hire them all into your unit (+6 fighters, -2 krowns)

You take on the new initiates, introducing them to some of your crew and sharing a few tales over a round of ale. The newcomers are perhaps a little less experienced than your crew, but by the sounds of their exploits they’ll do just fine fighting in the ranks.

The night winds down soon enough and the men retire to their rooms, some with more company than they came into town with, though with far fewer coins in their purses. The evening passes without incident and, come morning, the fighters are eagerly awaiting marching orders.

With new recruits bolstering your troops and a new day awaiting, how do you intend to spend it?

>> Looking for work
>> Improving morale (1 krown)
>> Marching to Halivarra (large town, 8 days)
>> Marching to Haedleigh (large town, 9 days)
>> Hunting and exploring the wilderness around Lindow
>>
>>4911964
>Looking for work
>>
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>>4911966

Kicking on since votes are slow.

Town isn’t flourishing with prospective work for the likes of The Hard Cunts, though there are a few odd jobs that might help line your pockets until better work comes along. The men aren’t heartened at the prospect of more peasant work, but ultimately they know you need the coin until the company grows a little more and larger prizes present themselves.

A pair of local business owners - a butcher and the old lady who runs the sawmill - claim there have been problems with a tribe of goblins off in the woods to the east. They don’t tend to cause too much disarray when folk are about, working their fields or the sawmill, but of a night they’ve been sneaking in and stealing things - tools, supplies, even cattle.

A few skirmishes have been had with some of the locals, but the poor degree to which the people of Lindow are prepared for this type of problem only seems to embolden the beasts. Last time they encountered the beasts, local reports vary on whether there were two or three dozen of them.

The butcher and the sawmill owner are happy to offer you 20 krowns to remove the goblin threat from the area, and even willing to pay you 5 of those krowns up front.

Depending on where the goblins are, the task should only take you 3 or 4 days.

The local baron, a portly man called Ingrim, also caught wind of your availability for work via some of his militiamen. Meeting with you informally at the tavern you stayed at last night, the baron asks your assistance in a delicate matter - there is a group of bandits, once locals to this area, plaguing the main road to the south. They’ve prevented much trade to Haedleigh of late, causing some of the farmers around town to lose the benefit of some of their crops.

Having to deal with the bandits is beyond the baron’s direct control as a number of them are ex-militia from Lindow, and many of his men are unwilling to engage them. Regardless of their feelings, the road needs to be cleared, so Ingrim is willing to pay you well to deal with the situation promptly.

He expects the bandit group numbers no more than 20 at this point, and are never too far from town - maybe 2 or 3 days travel to the south. He is willing to hand over 10 krowns in advance, and another 20 on completion of the task.

What will you do?

>> Agree to hunt down the forest goblins (20 krowns, 5 in advance)
>> Agree to dea; with the bandits (30 krowns, 10 in advance)
>> Marching to Halivarra (large town, 8 days)
>> Marching to Haedleigh (large town, 9 days)
>> Hunting and exploring the wilderness around Lindow
>>
>>4911996
> Agree to hunt down the forest goblins

Send the six new recruits with a band of veterans as a form of training.

> Agree to dea; with the bandits (30 krowns, 10 in advance)

Lead the rest to fuck up some bandit shits
>>
>>4911996
>> Agree to dea; with the bandits (30 krowns, 10 in advance)
>>
>>4911996
>> Agree to dea; with the bandits (30 krowns, 10 in advance)
Deal with the bandits

By recruiting them to our ranks then kipping over to the baron's and plunder the tubby fucker

then we can march to Halivarra with the loot

Do it Hundred Years War style
>>
>> Agree to dea; with the bandits (30 krowns, 10 in advance)
that’s a really nice map.
>>
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>>4911999
>>4912000
>>4912001
>>4912002

> Agree to deal with the bandits

“Very well, Baron.” You basically sneer at the small lordling, hardly impressed by the quality of leadership present out here in the Westland frontier. “We’ll take care of your highwaymen, provided the coin is as you say.” By the time the meeting ends - which it does so promptly, with Ingrim eager to retreat to the safety of his home - you are handed a small pouch of 10 krowns and a detailed description of a number of the bandits.

Gearing up, with your new recruits eagerly in tow, you lead the Hard Cunts from Lindow and begin the march south. The road is clear and well travelled, though sparsely populated it would seem, and your journey is an easy one. As you travel, passing out of the Lindow farmlands and into the open wilderness, you learn a little more of your newest recruits.

The small band of adventurers are actually two trios - one that came from the innerlands recently, the other having come across the Bladed Seas almost half a year ago. Both groups seem well experienced in different regards, and just as disillusioned with the reality of the frontier as your men have been.

My midday on the third day of marching your fore scouts point out activity ahead, not far off the road. A thicket of trees, it seems, is being used to conceal a number of bandits a short way ahead of you. They are at least quick to realise their meagre attempt to hide has failed, and soon the mob presents itself on the road before you, weapons at the ready. Most of these folk look like farmers, armed with makeshift weapons, but mostly with bows and slings.

As you approach one man at the head of the group calls out, a bow in hand and a waver in his voice - it would be apparent to any onlooker that, despite the numbers being about even, your soldiers far outgear the rabble facing you.

“Ho there travellers! We watch over this here road, and those using it pay us tribute. It’s but the way of these lands.” Just outside engagement distance, you halt for a moment, the rest of your band halting around you, weapons at the ready.

>> “We don’t look to hand over krowns, peasant, but we don’t look to slaughter folk in cold blood either. Maybe there’s agreement to be had here?”

>> “Stand ready to fight, scum!”

>> “Alas, it’ll be you and yours handing over your krowns, lest you’re prepared to spill blood for them.”

>> Write in
>>
>>4912008
>> “Stand ready to fight, scum!”
>>
>>4912008
offer them employment or a bloody death
>>
>>4912008
>offer them employment or a bloody death
>>
>>4912077
+1
>>
>>4912016
>>4912077
>>4912087

>> offer them employment or a bloody death

“Now, now. I won’t lie about our intent here - we were sent for you, by the Baron himself up north, to end the unruly ways you and your folk are domineering over this road.” You meet the man’s gaze, the short gap between your two groups now no further than a stone’s throw. “And I think, even you from where you’re standing, know just how that would end.”

The man who had taken to the front of the bandit group scowled, but his bow remained lowered. He’s a gaunt man, as are most in his band, but his ragged and dirty attire speaks to a different life prior to this highway robbery. You suspect, from the attempted grooming of his long hair and moustache, perhaps this man had once turned an honest trade in Lindow. Indeed, he now wears a patch over one eye, only the most recognisable of many battle wounds, and he looks as weary and defeatedly desperate as the rest of his crew.

You continue.

“Old Ingrim sent us here to do his dirty work, to sort you lot out… with the blade. But I don’t see dead men before me. I see those who’d do anything to be alive, whether it meant robbing those that wandered the free roads, or taking up arms with a mercenary group…”

At your words, a few of the rabble ahead of you bristle and recoil, as if unexpecting to the change of proposition.

Now’s the time to learn a little more about you, Jon Fitzroy, and how silver your tongue is. Whichever you pick will help define Jon’s natural charisma and leadership, regardless of the outcome.

>> “Join with us and put aside the life of filth, living like animals. We’ll even let you take a share in the spoils once in a while!” Roll 1d10

>> “Let us end this before it begins - take up the sword, or bow, with us, and we’ll see to it you don’t go hungry another day of your life, let alone fall under the boot of some aristocrat.” Roll 2d20

>> “Lay down your weapons, brothers, and partake in the freeman’s life with us. No more should you struggle, but come in under our care and our experience, and take your fair share of what should be yours!” Roll 3d20
>>
>>4912096

Shit sorry, they should be 1d10, 2d10 and 3d10 respectively
>>
>>4912016
>>4912077
>>4912087

>> offer them employment or a bloody death

“Now, now. I won’t lie about our intent here - we were sent for you, by the Baron himself up north, to end the unruly ways you and your folk are domineering over this road.” You meet the man’s gaze, the short gap between your two groups now no further than a stone’s throw. “And I think, even you from where you’re standing, know just how that would end.”

The man who had taken to the front of the bandit group scowled, but his bow remained lowered. He’s a gaunt man, as are most in his band, but his ragged and dirty attire speaks to a different life prior to this highway robbery. You suspect, from the attempted grooming of his long hair and moustache, perhaps this man had once turned an honest trade in Lindow. Indeed, he now wears a patch over one eye, only the most recognisable of many battle wounds, and he looks as weary and defeatedly desperate as the rest of his crew.

You continue.

“Old Ingrim sent us here to do his dirty work, to sort you lot out… with the blade. But I don’t see dead men before me. I see those who’d do anything to be alive, whether it meant robbing those that wandered the free roads, or taking up arms with a mercenary group…”

At your words, a few of the rabble ahead of you bristle and recoil, as if unexpecting to the change of proposition.

Now’s the time to learn a little more about you, Jon Fitzroy, and how silver your tongue is. Whichever you pick will help define Jon’s natural charisma and leadership, regardless of the outcome.

>> “Join with us and put aside the life of filth, living like animals. We’ll even let you take a share in the spoils once in a while!” Roll 1d10

>> “Let us end this before it begins - take up the sword, or bow, with us, and we’ll see to it you don’t go hungry another day of your life, let alone fall under the boot of some aristocrat.” Roll 2d10

>> “Lay down your weapons, brothers, and partake in the freeman’s life with us. No more should you struggle, but come in under our care and our experience, and take your fair share of what should be yours!” Roll 3d10
>>
>>4912008
>offer them employment or a bloody death
Meat for the grinder.
>>
>>4912101
>> “Let us end this before it begins - take up the sword, or bow, with us, and we’ll see to it you don’t go hungry another day of your life, let alone fall under the boot of some aristocrat.” Roll 2d10
>>
>>4912130
+1
Also joining us is the best way to secure a income for there family, without risking the wrath of the law that would also punish their family
>>
Rolled 9, 2 = 11 (2d10)

>>4912101
> “Let us end this before it begins - take up the sword, or bow, with us, and we’ll see to it you don’t go hungry another day of your life, let alone fall under the boot of some aristocrat.”
>>
>>4912101
>>> “Lay down your weapons, brothers, and partake in the freeman’s life with us. No more should you struggle, but come in under our care and our experience, and take your fair share of what should be yours!” Roll 3d10

I'm fine with paying them as equal members of the company, at least once they prove that they aren't going to run off to be bandits at the first sign of a hard going.
>>
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>>4912130
>>4912150
>>4912164

>> “Let us end this before it begins - take up the sword, or bow, with us, and we’ll see to it you don’t go hungry another day of your life, let alone fall under the boot of some aristocrat.”

The mob of once-farmers and tradesmen before you, bandits in name alone, do not immediately react to the proposition. The words clearly ring true with some, whose weapons lower just a little, and the one-eyed man who stands at their head eyes you with trepidation.

“I did what I could, what I thought best, for these men. These times are hard, though, and the lands of the frontier are wild at best. We were torn between two paths, that of the ruling class telling us when and where to shit, and that of being cast into the wild without any support at all. Such is the balance we pioneers must walk.” The man let go of a long-held sigh and finally strung his longbow over his shoulder.

“Very well, sir. We will stand aside, and let this incident go unblooded. I cannot speak for all here, as I have done woefully in bringing them to a new life, but I for one will accept the compromise and offer you my bow for the hot meals and safety you so offer.” Eyepatch stepped forth, offering his now vacant hand to you, and it was quickly evident that much of his band were more than happy to do the same.

The one-eyed man and his mob of skirmishes are willing to join with you. Their fee will be 1 krown a day, and they bring with them a small contribution of 3 krowns. While neither armed nor armoured as well as the Hard Cunts, they still number almost 20 and will be a bolstering contribution.

>> What was the one-eyed man's name?

>> What was the name of his rabble?
>>
>>4912606
>> What was the one-eyed man's name?
>>
>>4912606
> What was the one-eyed man's name?
Henryk Fowler
> What was the name of his rabble?
Fletcher's Dozen
>>
>>4912660
I think we’re meant to pick anon…

>>4912606
His name was Alphonse Till

Who cares what his group was called - now they’ll be called the Arrow Boys
>>
>>4912667
supporting Henryk Fowler

>>4912673
supporting the Arrow Boys
>>
>>4912667
+1
>>
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>>4912667
>>4912741
>>4912744

You take the man’s hand, shaking on the gentleman’s agreement, and with only a whimper of reluctance both sides fully lower their weapons and approach. The truce is likely a shaky one, for now, but you’re confident enough that the Hard Cunts would be able to manage any possible insurrection should their new partners decide to turn coat.

You learn that the one-eyed man was indeed a tradesman, both carpenter and merchant in a previous life, and the men call him Henryk. His small band, Fletcher’s Dozen, has grown somewhat since its inception, though their gear still leaves much to be desired - there are a few bows, but most hold makeshift spears and slings.

Spending a few short hours grabbing what gold and provisions Henryk’s men have at their camp, you’re soon back on the road, now with more mouths to feed and more military might at your disposal. It’s uncertain what Baron Ingrim might make of your return to Lindow with these bandits in tow, the very men he hired you to dispose of.

That said, the small township is still your closest point of resupply, and you hold at least a little certainty that there may be work there (the plague of goblin raiders nearby) that might help pad out your coffers until you can reach one of the larger settlements.

As your band begins to prepare to move, they look to you for direction.

(Note: you now pay 2 krowns per hex in unit upkeep)

>> “We return to Lindow to take the gold that was promised, by any means.”

>> “Back to Lindow, then. Maybe if we keep our new friends out of sight we can get paid and be on our way without much fuss.”

>> “We march south, men - to Haedleigh! There’s only so much work we can find in a backwater like Lindow, let those folk deal with their goblin problems alone.”

>> “Into the wild - we need to hunt and train, keep our skills sharp, before we take our next move.”
>>
>>4912772
>We return to Lindow to take the gold that was promised, by any means.”
we did the job and if the baron doesn't like our methods we'll take his gold anyway
>>
>>4912772
>>> “Back to Lindow, then. Maybe if we keep our new friends out of sight we can get paid and be on our way without much fuss.”

Granted it wasn't specified that they be killed, it is worth a try in opinion. I'm not going to support attempting to physically take the pay if the Baron refuses though.

The gobbo job should be a cakewalk now.
>>
>>4912772
> “Back to Lindow, then. Maybe if we keep our new friends out of sight we can get paid and be on our way without much fuss.”
>>
>>4912772
>> “Back to Lindow, then. Maybe if we keep our new friends out of sight we can get paid and be on our way without much fuss.”
>>
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>>4912855
>>4912860
>>4912932

>> “Back to Lindow, then. Maybe if we keep our new friends out of sight we can get paid and be on our way without much fuss.”

Fair weather, as seems to be expected in these parts for late spring, sees your band travel the main roadways north toward Lindow with great time. The men spend most of the trip slowly coming to know one another, though there is still a clear schism between the Dozen and the Cunts. Only time will bring the pair together, as you’ve repeated to Henryk a number of times.

During the march you spend a lot of time with the one-eyed ex-bandit, learning of his years here on the frontier. He and his family, one of many dozens, were sent here as the second generation of Innerlands folk to help settle the wild western lands.

The early years were perilous, Henryk and his young family settling in the farmlands that have now grown to be Lindow. By the fourth winter the carpenter lost his wife to disease, and nearly one of his sons. Years following were plagued with crop rot, banditry and pestilence - many, if they didn’t die from the conditions, fled back inland.

Several years ago the Baron arrived, part of a third generation sent to fortify the small settlements which had survived the harsh environs. With him came commerce, protection, and thriving infrastructure to connect the village of Lindow to some of the larger, more successful towns to the north and south. Of course, with bureaucracy and governance also came corruption and inequality, and it wasn’t long before rumours spread of injustice, bullying by the local militia, and suspect strongarming of heavy taxation onto some of the large land holds and businesses.

Henryk and a number of his initiatives reached breaking point less than six months back, Henryk losing his only daughter to plague and his only, misguided son to serving as a conscript in the Baron’s small militia. Without the means to work the land, and with so much taken or lost, Henryk abandoned the supposed civility of Lindow, and with went a good dozen others who were done with the Baron’s reign.

Most of the original band are shameful of having reached breaking point, but they still hold a burning resentment for Baron Ingrim like no other you’ve encountered in these parts.

On the third day’s march you arrive once more on the outskirts of the small township.

>> The Fletcher’s Dozen can remain here, camped off the main road, until we have collected our due krowns.

>> The Dozen will join us in town, in the home that is rightfully theirs, and we will see to it that the Baron pays us one way or another.

>> It’s clear the situation here is dire and the evil of a bureaucrat should be dealt with swiftly. We will enter the town at nightfall - all of us - and seek out the Baron with force.

>> We will bring Henryk and his men to the Baron, for trial or whatever other punishment Ingrim sees fit. We are here to make coin, not to challenge the laws of the frontier.
>>
>>4912989
>>> The Fletcher’s Dozen can remain here, camped off the main road, until we have collected our due krowns.

Becoming outlaws will make it kinda hard to get jobs
>>
>>4913009
it depends. mercenaries beating the shit out of minor nobles for money, outright plundering their lands and getting away with it, is historically very common. any society that relied on mercenary bands, like medieval-to-renaissance italy or hundred years war france and 30 years war Germany, saw it as part of the risk.

it would depend on what kind of setting this is if the Cunts could get away with it or not

> The Dozen will join us in town, in the home that is rightfully theirs, and we will see to it that the Baron pays us one way or another.
my vote
>>
>>4912989
> The Fletcher’s Dozen can remain here, camped off the main road, until we have collected our due krowns.
>>
>>4913016
Agree with this

It could be a slippery slope but if local government is as bad as our new mate says a bit of confrontation could help build a relationship with the locals, maybe give us a safe haven to rely on later
>>
>>4912989
>> We will bring Henryk and his men to the Baron, for trial or whatever other punishment Ingrim sees fit. We are here to make coin, not to challenge the laws of the frontier.
>>
>>4913052
Locals aren't a good source of money.
>>
Looks like a tie between

>>4913009
>>4913042

and

>>4913016
>>4913052

So I'll leave for another ~1 hour before rolling to break it.
>>
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I'm not much of an artist but thought this would be fun
>>
Well, I just want to say that it's probably not the best idea to try and strong arm the local government right off the bat. Trying to be idealistic as a merc is a bad idea, as is shedding blood needlessly. We're mercs, we're here to get paid. Simple as.
>>
Ok, tie breaker.

1 is:

>>4913009
>>4913042

2 is:
>>4913016
>>4913052
>>
Rolled 4 (1d6)

Ok, tie breaker.

1-3 is:

>>4913009
>>4913042

4-6 is:
>>4913016
>>4913052
>>
>>4913250
Do I recognize you from somewhere else?
>>
>>4913016
>>4913052

>> The Dozen will join us in town, in the home that is rightfully theirs, and we will see to it that the Baron pays us one way or another.

Though torn, you ultimately decide the possible benefits of bringing Henryk and his men into town to confront the Baron outweigh the risks. If it came to blows, you felt certain your small band would hold their own, and hoped that that fact alone might prevent any bloodshed.

As one your group enters the small hamlet where nothing has changed during your absence - the dirt streets are quiet and most of the surrounding farmlands are unattended as the sun dips low. Those few out on the streets take note of your approach, some making it clear they recognise a few of your new recruits, though nobody hails you nor makes any attempt to bar your way.

With healthy numbers - almost 50 bodies strong - you led your band to the Baron’s home, itself merely a considerably sized loft above the town’s small central community hall. Ingrim, stout and red in the face, meets you at the front stairs of the town hall, using their height to ever-so-slightly look down on you as you approach. Word of your return to Lindow clearly spread quickly and the rotund Baron already has a handful of armed militia by his side.

“What is the meaning of this, sellsword? You were paid to get rid of the problem, not drag these rats into our town!” He practically spits the words.

>> “You paid us to free the south roads of banditry, which we have fairly done. Now you owe us - all of us - the coin that was promised.”

>> “You cast these folk down, tax them to death, and then cry victim when they turn to rabbles of lawlessness in the wild. You owe them all a fair share, and we’re here to demand that you do so!”

>> “The days of your incompetence and greed are number, you fat fuck. Stand aside now and let these people govern themselves as they always did, before your intrusion. Else, pay the price.”

>> “Indeed, and clear the roads we did, Baron. Here are your ‘bandits’ - poor farmers and peasants, preying on the innocent and the weak. I bring them here for your justice.”

>> “These men are under my employ and, as they remind me daily, you owe us for a job well done. Hand down the krowns, Baron, and our dealing will be done.”
>>
>>4913263
No? Or maybe yes?
>>
>>4913264
>>> “You paid us to free the south roads of banditry, which we have fairly done. Now you owe us - all of us - the coin that was promised.”
>>
>>4913264
> “You paid us to free the south roads of banditry, which we have fairly done. Now you owe us - all of us - the coin that was promised.”
Don't be a cunt.
>>
>> “You paid us to free the south roads of banditry, which we have fairly done. Now you owe us - all of us - the coin that was promised.”
>>4913178
Pretty cool anon!
>>
>>4913178
This is some canonical fanart anon

>>4913292
>>4913296
>>4913344

>> “You paid us to free the south roads of banditry, which we have fairly done. Now you owe us - all of us - the coin that was promised.”

A moment of pause falls over the large amassed group - mostly your own people, though you do note a few townsfolk looking on - as the Baron considers your words. You do see he has a swollen pouch, likely filled with krowns, tucked tightly into his belt, though there is no attempt from the low lord to reach for it just yet.

“I owe you? I owe you?!” This time he literally follows the words with spit, a thick goblet that lands in the dirt at the bottom of the stairs only a few feet before you. You’re instantly aware of a shift in the mood of those brothers who stand beside you and at your back - not quite the drawing of swords or knocking of bows, but on circumstantial inches away from it.

“The roads are no longer plagued, Baron. At least not by the folk you paid us to deal with. Hence, the job is done.” Your voice is level, disarming to those around you who might be closer to bloodshed than you’d like, and you meet Ingrim’s eyes as you speak. “It was never part of our agreement that we kill. We have done all that you asked us to.”

Another long pause of tension, time enough for you to spot several more of the local militia arrive on the scene, before the Baron speaks again. He does so reluctantly, still red in the face, and yet with a hand on the sewn leather pouch at his hip.

“Count this the last krowns you make in these lands then, you dimwits. I’ll see to it that peasantry and patrician alike turn you from their doors like the scoundrels you are.” With a thrust he tears the purse from his belt, hurling it down into the dirt before you, before finally cracking and raising his voice like a child caught in tantrum. “Leave my town, damn you! Curse the road at your feet!”

You sense several members of the militia closing the gap between them and your men, though slowly and hesitantly - a half-hearted effort to urge you on, away from the town hall and the Baron, lest violence erupt.

Looking to your side, where the one-eyed Henryk stands, you see a mild measure of relief in his face.

>> You collect the krowns and leave, without fuss, heading for the outskirts of town.

>> You ignore the coins, instead drawing your blade. “Come, Baron. Put steel behind your piteous words!”

>> You collect the krowns and lead your band to the nearest tavern to celebrate, and to defy the Baron’s barbarism by finding lodgings for the night.

>> “We’ll leave when we see fit to do so, Baron.” You take the krowns and make your way to the nearest tavern to induce a night of celebration (and perhaps debauchery).

>> Write in
>>
>>4913356
>> You collect the krowns and leave, without fuss, heading for the outskirts of town.

Henryk's son is among the militia, lets not start a fight. Let us not stay here any longer either, wouldn't want to have our throats slit in the middle of the night while sleeping in this town.
>>
>>4913356
>> You collect the krowns and lead your band to the nearest tavern to celebrate, and to defy the Baron’s barbarism by finding lodgings for the night.
If we openly talk shit things might turn sour. Let's just show him we don't give a shit through actions.
>>
>>4913356
> You collect the krowns and leave, without fuss, heading for the outskirts of town.
>>
>>4913356
>> You collect the krowns and lead your band to the nearest tavern to celebrate, and to defy the Baron’s barbarism by finding lodgings for the night.
>>
>>4913356
>> You collect the krowns and leave, without fuss, heading for the outskirts of town.

Can we still do the goblin job?
>>
>>4913511
The lord is royally pissed at us and I doubt he'd be willing to pay us even if we went off and did it, I also doubt he thinks we will act in good faith and complete the contract and in his mind I have no doubt he thinks we did not follow the spirit of our prior contract.

We could go do it for the good will of the people and to counteract whatever reputation hit we got from pissing of the lord and accepting bandits into our merc band, but who knows how much good that will do. We will essentially be doing bloody work for no pay, which will lower morale, especially if we take casualties. We could potentially try and get payment by petitioning the villagers for a collective payment from them directly instead of the lord, but if done wrong they could see it as coercion.

So, no, I don't think we can, or should do the goblin job.
>>
>>4913356
>>> You collect the krowns and leave, without fuss, heading for the outskirts of town.
>>
>>4913356
> You collect the krowns and leave, without fuss, heading for the outskirts of town.
>"Next time specify to mercenaries if they have to kill them or not, you may be suprised to find that many Mercenaries rather avoid fighting than seeking it out."
>>
>>4913634
Perhaps we'll become proper Condottiere yet.

I'm of the opinion that we need to draw up contracts to be signed when we take a job.
>>
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>>4913383
>>4913485
>>4913511
>>4913579
>>4913634

>> You collect the krowns and leave, without fuss, heading for the outskirts of town.

Without another word you accept the krowns, scooping up the pouch from the dirt, and begin making your way out of the town. Your band follows, wary all the while of onlookers and the few militiamen who shadow you as you go, and soon enough you clear the edge of town and quickly disappear into the fading light of dusk.

“Best we not poke the bear, lads, no matter how red-faced and round he may be. We’ve done well for ourselves here, now it’s time to move along and find coin in some other client’s purse.” Henryk and his men, having eyed the krowns received as more than they’d seen for months gone by, are eager enough to follow your lead and avoid conflict. The Hard Cunts seem a little less enthusiastic, their hopes of having a warm bed for the evening dashed in an instant.

Regardless, you don’t hear any complaints, and after an hour’s travel on the main road, with certainty you were not followed, your band sets up a small camp far enough from the thoroughfare so as to not draw unwelcome attention.

The evening is quiet and without much fanfare - the men receive their daily wage, some small game is roasted over the fire, and you are generally left alone to formulate what the future of the company might be.

When day breaks, what orders will you give?

>> Consult with Henryk
>> March to Halivarra (6 days)
>> March to Haedleigh (7 days)
>> Return to Lindow (1 day)
>> March to… (write in location/direction)
>> Raid the local roads
>> Raid the local farms
>> Explore the wilderness
>> Call for a vote from your company on what to do
>>
>>4914105
>Consult with Henryk
Explore the wilderness
Ask him, if he knows of any ruins or strange places around here, also a bit hunting togther to get the lads in a real unit
>>
Sorry for the addendum, it was a rushed post.

>>4913511
I put the goblin job on there as it's still known to you as needing attention. You don't have much to go off, though, so you'd probably need to speak with one/both of the locals who proposed the job, or just wing it and wander off into the forest. And so...

>>4913551
...probably has a good point, pursuing the job further will be hard without getting on the Baron's radar. Whether he would allow you to be paid by local business owners is unknown.
>>
>>4914105
>> Consult with Henryk
Ask him if he knows of any place full of treasure. If not, ask him which town is the most likely to give us coin for a job well done.
>>
>>4914105
> March to Halivarra (6 days)
>>
>>4914105
> Explore the wilderness
>>
>>4914105
>March to Halivarra (6 days)

Marching through the wilderness is for adventurers and fools, how are we gonna find a job doing all that? And the lads want a nice warm bed to sleep in to boot.
>>
>>4914105
> Raid the local roads
>>
>>4914149
Won't any of the new recruits know of the goblins? They probably can guess where they might be holed up.

>> Consult with Henryk
>> March to Halivarra (6 days)
>>
>>4914134
>>4914161
>>4914621

Halivarra also got three votes, but I'm giving you this action first as you may change direction with the new local knowledge

>> Consult with Henryk (ruins, locations of interest, wealthy towns, goblins)

Come morning, as you sit by the embers of the dying fire and most of the band begin packing up their meagre belongings for the inevitable march that lay ahead, you call on Henryk for a piece of his mind.

“What do you make of our path, then? We are free men, wandering free roads, but we are still strangers in this land without more direction than a crumpled map. Is there anywhere you think we should focus our efforts on making coin?”

Henryk admits his life on the frontier has been mostly confined to Lindow, though he’s regularly drunk with travellers who move amongst the frontier settlements as part of their trade.

From the perceived knowledge he has gained over the years he suggests that Halivarra may be the more formal, civilised township in this region, with krowns a-plenty available for those seeking honest work. Haedleigh, he says, is quite the opposite - the township is newly formed, the governance of it is still somewhat in question, and while the place is much rougher than its northern counterpart, there’s likely a lot more illegitimate jobs for local businesses and gangs.

“And what of the wilderness, then? There are leagues of unsettled and uncultivated land between the ocean and the innerlands. Are there places unmarked on my map, places that might hold promise of krowns or other treasures?” It’s this second enquiry that gathers more interest from some of the men who have finished packing their belongings. They take knees nearby, listening intently, intrigued by the prospect of more coin.

“Well, the mountains to the east - and the thick Tusk Forest that envelopes them - are well known to be dangerously traversed by all sorts. Some bandits, outlaws who came to the frontier to hide from their dues, but also beasts like orcs and trolls and goblins… and even darker things.” Henryk fiddles with his eyepatch, as he often does, a sign that he’s either hesitant or nervous or perhaps even scared - you haven’t yet figured out which.

“When we first took to the road, to start a new life of ‘freemen’, we had a few encounters with a band of brigands who called home in the foothills to the southeast. They were a large group by the way they told it, though we only met a handful of them, and called themselves men of the Rat Banner. Don’t know a lot more of them, but suspect most of the tales of banditry and raiders hitting frontier towns can probably be traced back to them.”

Cont.
>>
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>>4914649

Finally you question him about the goblins, supposedly menacing farms and the local sawmill in Lindow. Henryk seems reluctant to return to the town, but confirms it’s common knowledge that the tribe has been on the offensive for several months. Few in town, even in the militia, have been willing to investigate any details. It’s clear the goblins come from the woods, most likely in the thinly veiled areas near the sawmill as opposed to deeper into the Tusk Forest - goblins never interfere with orcish lands unless they’re part of the same tribe.

“As much as I’m wary of instigating any more trouble with Ingrim, I reckon we’d be able to track the gobbos down in a few days of hunting through the trees. They’re not known to be too clever in hiding their tracks.”

By this time the men have finished breaking camp and await marching orders.

>> March to Halivarra (6 days)
>> March to Haedleigh (7 days)
>> Return to Lindow (1 day)
>> Seek out the goblin tribe, avoiding Lindow
>> Seek out the goblin tribe, marching straight through Lindow
>> March south to investigate the Rat Banner gang
>> March to… (write in location/direction)
>> Explore the wilderness
>> Call for a vote from your company on what to do
>>
>>4914649
Nice, I figure it was like intending to head to >> Halivarra, while talking to Henryk before departing, but yeah this does have a lot of things to consider.

Perhaps we can come back another time and let the problem grow in value.

>> March to Halivarra (6 days)
So I did some rough math, not sure about the costs on entering the town, but assuming the goblins are optimally at the closest hex away, on the 3rd hex and we don't have to go any further or spend more than a day, we either gain 1 krown after this and marching to Halivarra or we lose 1 krown after we reach Halivarra. Thus its not worth it, assuming there are no problems or complications, and that's assuming we march through Lindow.

Costs total 24 to 26 krowns if we do the job and head straight to Halivarra. Any further and we are losing money for sure. Barely worth the effort if at all.

Gonna opt for Haedleigh becuase it seems there are more chances to establish ourselves and more opportunities. North seems a bit bleak for what we can offer, unless there are chances to upgrade our logistical cost and efficiency up north I think we should head south to Haedleigh unless others want to disagree and stay our course?
>>
Nice, I figure it was like intending to head to Halivarra, while talking to Henryk before departing, but yeah this does have a lot of things to consider.

Perhaps we can come back another time and let the problem grow in value.

So I did some rough math, not sure about the costs on entering the town, but assuming the goblins are optimally at the closest hex away, on the 3rd hex and we don't have to go any further or spend more than a day chasing goblins down, we either gain 1 krown after this and marching to Halivarra or we lose 1 krown after we reach Halivarra. Thus its not worth it, assuming there are no other problems or complications, and that's assuming we march through Lindow.

Costs total 24 to 26 krowns if we do the job and head straight to Halivarra. Any further and we are losing money for sure. Barely worth the effort if at all.

Gonna opt for Haedleigh because it seems there are more chances to establish ourselves and more opportunities. North seems a bit bleak for what we can offer, unless there are chances to upgrade our logistical cost and efficiency up north I think we should head south to Haedleigh unless others want to disagree and stay our course?

What do you guys think?
>>
>>4914652
>> March to Haedleigh (7 days)
We'll probably find work that pays well there. Maybe we could try and train our men on the way there, to make sure both of our forces mesh well with one another?
>>
>>4914652
>>> Seek out the goblin tribe, avoiding Lindow
>>
>>4914652
>March to Haedleigh (7 days)
>>
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>>4914670
>>4914679
>>4914696

>> March to Haedleigh (7 days)

Taking Henryk at his word you send out the declaration that the band is on the march - destination, Haedleigh. The large township sounds like the perfect nesting place for your line of work - unstable enough to be without the cumbersome governance and bureaucracy of the innerlands, yet large and established enough to hold the krowns worth signing for.

Despite the long march ahead, most of the Hard Cunts are encouraged by the promise of coins and work, and Henryk and the Dozen seem relieved not to be dwelling around Lindow any longer. You depart with the feeling that business with the locals here isn’t over yet, especially given the Dozen’s roots and many family connections in town, but for now your destination sits to the south.

The weather turns the following day, bringing light rain and threatening clouds. The march turns to a muddy trudge and camping of an evening becomes less than pleasant. There are only minor complaints - both the Cunts and the Dozen have dealt with these types of conditions before, in their own ways - and spirits still remain at a manageable level. After all, daily krowns are still flowing.

The second day of march, and the third, are both rainy with no end in sight. The road is easy to follow and the traffic headed north is minimal - a few wagons and peasants on foot, none of whom are too interested in stopping to chat with the large mercenary group.

Come the third night, as you are settling into your blankets for another cold, wet night of rest, there comes a call of swearing and alarm from the few men who had taken the first watch. A small fire is burning low, barely sheltered from the rain, and as you rouse yourself you see the rest of the band doing the same, reaching for weapons and calling out in annoyance that their rest be distrubed so early in the night.

“Great beasts, Commander! They’ve circled all around!” The call comes to your ears only moments before the howling echoes out across the plains, coming from multiple wolves in multiple directions, and very much at a concerning proximity. Were there no fire light to assure you, you’d have thought they were already upon you.

In what little light there is you see dozens of yellow eyes glinting in the darkness.

Combat will ensue following this decision, unless you decide to flee, so no need to go into too much tactical detail yet.

>> Hunker down around the camp and wait for the beasts to engage, or flee

>> Light torches and go on the offensive to chase the beasts away

>> Abandon camp and flee, as a group, away from the pack

>> Abandon camp and flee in all directions to hopefully confuse the beasts and minimise losses

>> Extinguish the fire and assault the beasts in the dark of light
>>
>>4914715
>> Hunker down around the camp and wait for the beasts to engage, or flee

throw more wood in the fires and pass torches.
If the animals remain there growling at us doing nothing we will begin to use our crossbows and bows on them.
>>
>>4914715
> Hunker down around the camp and wait for the beasts to engage, or flee
>>
>>4914715
>> Hunker down around the camp and wait for the beasts to engage, or flee
They probably fear fire, and would easily pick us off one by one if we tried running. Best stay safe and on the defensive.
>>
>>4914715
>> Hunker down around the camp and wait for the beasts to engage, or flee
>>
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>>4914743
>>4914752
>>4914780
>>4914788

>> Hunker down around the camp and wait for the beasts to engage, or flee

“Stoke the fire! Prepare for their approach! Shoulder to shoulder, bows in the center, and we will see this through.” You feel as confident as your words sound, ignoring the sheer quantity of the beasts that seem to be circling around your small camp. Combat has been minimal in these lands so far and it’s easy to reassure yourself, and those around you, that you all could manage a pack of wild dogs with one hand bound. Regardless, even with that thought fresh, you grit your teeth as the men maneuver and prepare for combat.

There are two distinguishable groups of wolves, one predominantly charing from your south and the other from the north-east. The one in the south looks largest, in excess of a dozen wolves.

After a few moments of rainfall, howls, and the crackling of fire, there comes a mighty echo of barks as the two masses of black beasts charge.

>> Command the Hard Cunts (if they engage an enemy, roll 2d6)
>> Command the Fletcher’s Dozen (if they engage an enemy, roll 4d4)

How does combat work?

Combat is basically unit vs unit. Every unit has an attack (dice) and defense (static number) value that will help them fight.

Generally speaking, every time dice are rolled, they need to beat the defense of the unit they are targeting. The more the result beats the defense, the more enemies are likely to be killed that round.

When you give your units orders you will need to roll dice. While voting will allow people to support actions, only the first set of rolls associated with any particular action will be used. When adding your reply, you need to give an order to every unit, otherwise some will be ‘idle’ for the round.

There are also types of unit - you’ve got a melee unit and a ranged unit. There are others you’ll discover and encounter. In this example, the wolves are melee. Of note - ranged units get an extra round of attack (ie. double the rolls) if they are not engaged in melee at the start of that combat round.

Each type has 1 strength and 2 weaknesses. If a unit is attacking its strength, the target’s defense is effectively lowered. If a unit is attacking its weakness, its dice values will be reduced.

Strengths and weaknesses will hopefully be self explanatory, but won't always be spelt out.

Most enemy units will have a threshold of casualties at which they will either surrender or flee. Every round of combat, you will need to decide whether you choose either of those eventualities. Further, every round of combat there will be a chance for a special event to occur, which will require an action from you and will often influence how the fight is going outside the base rolls.

Finally, some units (and characters) might have special abilities which will be detailed as you encounter them.

All of this is entirely subject to change based entirely on my whim as the quest develops
>>
>>4914791
>> Command the Hard Cunts (if they engage an enemy, roll 2d6)
Let's roll with the people we know. Hopefully the other unit will be able to create some distance.
>>
>>4914791
>>> Command the Hard Cunts (if they engage an enemy, roll 2d6)
>>
>>4914795
>>4914798
To confirm, you'll need to explain what the Hard Cunts should do (ie. hold against the wolves, charge the group to the south, etc.). You'll also need the dice roll using the dice+ function, annnnd you'll need to give a command to the Dozen unless you want them to just chill.

Sorry anons, Command may not have been the right word. Maybe 'instruct' or 'give orders to' for future.
>>
>>4914791
>> Command the Hard Cunts (if they engage an enemy, roll 2d6)

I'm awake now.
>>
>>4914791
>>4914799
>The hard cunts are to form a loose crescent arc around the archers, hunkering down ready to receive a charge from either direction, they are to tighten up after the archers have loosed their arrows.
>Fletchers Dozens are to hide behind the sword n' board and shoot the south group of wolves, when the wolves charge, they'll shoot arrows directly over the shoulders of the melee folks point blank at the wolves.
>>
Rolled 5, 6 + 4 = 15 (2d6 + 4)

>>4914799
Ahh, gotcha.
>> Command the Hard Cunts (if they engage an enemy, roll 2d6).
Split into thirds, 2/3rds to fend off the large mass of beasts, and 1/3rd to fight off the smaller herd. Attack with weapons, or torches, whichever is more convenient. Stay grouped.
>> Command the Fletcher’s Dozen (if they engage an enemy, roll 4d4)
Support the Hard Cunts with arrows, try not to hit them while staying behind them.
>>
>>4914805
Naturally the Crescent will be on the west side of camp facing east so that they can protect from the south or north-east, if they need to split into two different north and south groups to prevent the wolves from getting into melee on the flanks, then they are to do so.
>>
Rolled 2, 3, 3, 4 = 12 (4d4)

>>4914806
Shit, forgot you couldn't roll two different dice like that. Let me retry.
>>
>>4914808
Yeah, I'm learning that for the first time. Fuck. Will rethink how it works in future, I guess one reply = one command for now.
>>
Surprisingly, the Dozen seem significantly more dangerous than the Hard Cunts, even with lesser numbers.
>>
Ah, I see- 4d4 seems to be a typo.
That makes more sense.
>>
>>4914819
Nah, the archers do get 4d4 in this first round, as they are prepared for battle and get '1 attack' prior to engaging in melee.

Any combat round that starts with them free and able to take ranged shots, they will get a freebie. Might be OP but we'll see... in this case tutorial kinda fight, it's all basically over in one fell strike, but in a prolonged fight where the enemy moves on the archers, they'll go down fast.
>>
>>4914822
Thank you for explaining.
Though wouldn’t that make it 2d4 twice, to account for target defence twice, or is that already accounted for?
>>
>>4914823
Yep, it's already account for. Each die is rolled separately, so the cumulative total isn't imporant - each die is.

>>4914806
>>4914808

I'm going to roll with these as they are explained and have rolls. Just to get to showcasing the outcome of battle orders and rolls.
>>
>>4914806
>>4914808

The battle is over before it begins….

Casualties
Wolves: 17
Hard Cunts: 1
Fletcher’s Dozen: 0

Under your orders, the Hard Cunts split their efforts into two fronts - the south and the north-east, per the location of the charging wolf packs. You hear shouts of excitement, trepidation, and admittedly what you would describe as bloodlust. You’re reminded just how long it’s been since this loyal band of warriors wet their blades.

Henryk’s men take up loose positions within the camp and ready their weapons - some bows, some slings, a lot of thrown spears and improvised missiles. As the wild beasts charge in, several volleys of missiles fire on out of the encircled camp, accompanied by the cries of the Hard Cunts and the whimpers and shrieks of beasts as they are hit.

As the fourth volley is loosed the massive wolves descend on the Hard Cunt’s front line, gnashing teeth and slashing with claws, trying desperately to taste flesh. Already, from your vantage amongst the men, you see the bodies of half a dozen or more beasts that never made it into the fight. What follows is one-sided carnage, deafening and bloody, as swords and axes and polerms tear apart the ravenous beasts.

You managed to skewer a wolf with your blade, kicking another off a brother-in-arms and then helping him dispatch it. There is blood slickening the mud beneath your feet, the growls and shouts of combat coming from all sides.

In what seems like an eternal skirmish of war, but in actuality is most likely less than a single minute, the battle seems to subside. You hear shouts and groans of pain from some of your men as the whimper remnants of the wolf packs - a mere 6 beasts, of what you’re sure was over 20 in total - flee into the darkness of the night.

“What desperation drove them to attack such a large band like that?” The question is from one of the Hard Cunts, a breathless man with blood and a smile on his face. You can feel the energy of the fight spreading all around as a number of your band move about the corpses, looking for an opportunity to harvest meat or put dying beasts out of their misery.
>>
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As the chaos of that striking minute passes you take account of your men, noting a small gathering closer to the fire that is now burning brightly with the added fuel, despite the enduring light rain.

“One down, commander. He got overwhelmed.” You take in the image of the warrior laying amongst the huddle, his body covered in blood and his neck badly gored by feral teeth. His face is emblazoned with a look of terror, though his eyes are closed and his body is at peace.

You recognise the man immediately, recalling the youthful face you hired into your service over two years prior. He’s not the first whose blood has been spilled on your watch, nor will he be the last. Regardless, his face burns hot into your mind as the flames send shadows dancing across his limp body.

>> “Get moving, then. We can’t have a brother lying here dead and those beasts out there breathing!” Send a party to hunt the remaining wolves.

>> “An unnecessary death, but a heroic one nonetheless. I know each of you would have given your life to defend the group, as he did tonight. Let us honour him justly… get that fire burning, get his wounds cleaned, and let us send his soul to the nether.”

>> “A loss, but an acceptable one. We should all be so fortunate to be still standing, and take his sacrifice not in vain. Let it be a reminder to us all that every day may be our last.”

>> “Alas, we must move. The beasts will only return, especially if they have the taste of blood. There’s no knowing how many more there may be.” Abandon camp

>> Write in
>>
>>4914843
>>> “An unnecessary death, but a heroic one nonetheless. I know each of you would have given your life to defend the group, as he did tonight. Let us honour him justly… get that fire burning, get his wounds cleaned, and let us send his soul to the nether.”
>>
>>4914843
> “An unnecessary death, but a heroic one nonetheless. I know each of you would have given your life to defend the group, as he did tonight. Let us honour him justly… get that fire burning, get his wounds cleaned, and let us send his soul to the nether.”
>>
>>4914847
>>4914851

>> “An unnecessary death, but a heroic one nonetheless. I know each of you would have given your life to defend the group, as he did tonight. Let us honour him justly… get that fire burning, get his wounds cleaned, and let us send his soul to the nether.”

The mood is sombre soon enough, most of the Hard Cunts working at clearing the campsite of dead animals, building the fireplace into a pyre, or standing vigil over their fallen brother.

There is some light tension when a handful of Fletcher’s Dozen offer assistance and are scolded away, though you are quick to reassure Henryk and his folk that there’s nothing personal in it - the Hard Cunts have been together for many months, through many hardships, and the loss of one has always been a heavy loss to all.

There aren’t any words spoken, nor significant ceremony observed, as the band farewells their fallen brother. His wounds and body cleaned as well as can be in the muddy, rain clogged plains of the frontier, his corpse is added to the pyre with all the grace these hardened warriors can muster. The company is then silent for a time, watching the flames and their fallen brethren, before finally realigning the campsite to not sit too close to the fire and its human remains, and settling down for the evening.

The watches for the night are doubled, chatter amongst the men is minimal, and all the night has to offer is the light downfall of rain that only begins to cease in the wee hours of the next morning.

Come morning, what do you do?

>> Continue to Haedleigh (4 days)
>> Return to Lindow (3 days)
>> March south-east to investigate the Rat Banner gang
>> March to… (write in location/direction)
>> Explore the wilderness
>> Track and hunt the remaining wolves
>> Call for a vote from your company on what to do
>>
>>4914843
>> “An unnecessary death, but a heroic one nonetheless. I know each of you would have given your life to defend the group, as he did tonight. Let us honour him justly… get that fire burning, get his wounds cleaned, and let us send his soul to the nether.”
>>
>>4914858
>> Continue to Haedleigh (4 days)
May as well continue. Though, I do hope that there won't be too many tensions between the two groups.
>>
>>4914858
>>> Continue to Haedleigh (4 days)

Make rations out of the meat of the wolves and get their pelts, useful for winter and bad weather. If some men want to keep their fangs for show off let them
>>
>>4914858
>> Continue to Haedleigh (4 days)

>>4914861
Supporting this as well.
>>
>>4914860
>>4914861
>>4914863

>> Continue to Haedleigh (4 days)

Your companions finish packing up the campsite quickly enough, some of them tucking away freshly skinned pelts and chunks of seared meat from the wolves slain last night. The former has a rank smell about it, one that travels with you for the next few days, but nobody complains - if not warmth in the winter, good pelts might fetch a few krowns in Haedleigh.

The rain clears this morning and relatively blue skies return by the second day of the march. Pace is good, the road is again quiet and unobtrusive, and the band makes good time following the road as it snakes toward a great river to the south.

On the morning of your fourth day you, as light woods begin to envelope the dirt road, you soon come upon a small party up ahead - what looks like half a dozen figures and two large caravans.

As you approach one of the figures hails you, calling out for assistance. She’s an older woman with silvering hair and a hunched back. The rest of her companions look like traders and caravan guards, a couple holding spears and one older man, presumably the woman’s husband, with a rusted sword on his belt.

Well met, travellers. Haven’t seen groups so large as yours wandering these roads, though you look like quaint folk.” You can’t tell if the woman’s words are laced with sarcasm or not, though it’s undeniable that she doesn’t seem too concerned by your outfits appearance - armed and dangerous. You can’t say the same of the other caravanners who keep their distance and eye your group distrustfully.

The two carriages look well travelled - their coverings torn and the horses attached to them look haggard. The foremost appears to be bogged, its two roadside wheels buried deep in the sludge left from the previous week’s downpour.

“The old bastard insisted we make way before sunrise this morning, led us right off the trail and into this mess. Care to lend a hand, strapping lads like yourselves? We’ll throw some krowns your way, of course. We’re due in town by sundown, is all.” She thrusts a crooked thumb at the old man, her husband, who looks flustered at the accusation and yet says nothing in his defense.

>> “We wish you well, madame, but alas we have no time to spare. All the best.”

>> “Of course, we’ll make quick work of it, too. Your krowns can stay put, we’re happy to help travellers in need.”

>> “Stand aside, then, and we’ll take care of your carriages. Indeed, we can probably save you this kind of trouble in future and take them off your hands entirely…”

>> “Coins up front, and none of your folk stand nearby while we work. Can’t be too careful with armed peasants on these roads.”

>> Write in
>>
>>4914880
>> “Coins up front, and none of your folk stand nearby while we work. Can’t be too careful with armed peasants on these roads.
>>
>>4914880
>> “Coins up front, and none of your folk stand nearby while we work. Can’t be too careful with armed peasants on these roads.”

I'm not worried about them, with our numbers they would be foolish to try anything. However, I am worried about an ambush, this may be a ploy, there could be enemies in the bushes or trees. Can't be too careful. This is the more sketchy town after all.
>>
>>4914880
>> “Coins up front, and none of your folk stand nearby while we work. Can’t be too careful with armed peasants on these roads.”
>>
>>4914880
> “Stand aside, then, and we’ll take care of your carriages. Indeed, we can probably save you this kind of trouble in future and take them off your hands entirely…”
>>
>>4914880
>> “Coins up front, and none of your folk stand nearby while we work. Can’t be too careful with armed peasants on these roads.”
>>
>>4914880
>>> “Coins up front, and none of your folk stand nearby while we work. Can’t be too careful with armed peasants on these roads.”
>>
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>Filii mea mentula

>Mentula magna

>We sword fight with our penises, for long range combat, we piss on the enemy.
>>
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>The Ghosts of The Barbary Coast
> The Great Shabah
> Spears and pikes
>>
>>4914880
> “Coins up front, and none of your folk stand nearby while we work. Can’t be too careful with armed peasants on these roads.”
A few men also need to stand watch.
>>
>>4915105
>A few men also need to stand watch.

A good idea
>>
>>4914880
>>> “Coins up front, and none of your folk stand nearby while we work. Can’t be too careful with armed peasants on these roads.”
>>
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>>> “Coins up front, and none of your folk stand nearby while we work. Can’t be too careful with armed peasants on these roads.”

The rest of your interactions with the old lady and her troupe are brief, her having handed over a measly 3 krowns in return for the favour. The carriages are relatively light work, at least for the kind of manpower you’re able to field, and the entire incident barely takes up an hour of your time.

With the caravaneers simply looking on, you examine the carriages and the wares they hold - sundries, mostly clothing and trinkets one might offload at an open marketplace. An opportunity to bargain or steal, though easy, hardly seems worth the effort.

You part ways with the small caravan an hour later, a few extra coins in purse, and continue across the great timber bridge that paves the way to Haedleigh. Despite the low gain of the incident, Henryk and the Dozen seem at ease with the knowledge they’d helped somewhere in need. The Hard Cunts don’t hold the same sentiment by any means, but coin is coin.

The township of Haedleigh comes into view well before sundown and the men rejoice at the prospect of a break from marching. The town is humble, as is only the way of the western frontier, but still a welcome sight after the village of Lindow. A solid palisade surrounds most of it, wooden gates standing open to what small traffic issues from the north, and endless farms and gardens stretch out along the river’s banks as far as you can see.

The streets here are still mud and dirt, though much more defined and kept. Many of the buildings are timber, as was the norm in Lindow, but you do not stone and brick masonry present itself the further into town you get. The folk are of a different kind here, too. While Lindow was dominated by the working class, those who tended to fields or felled trees day in and out, here there seems to be an air of more craftsmanship and artistry.

The militia, wandering the streets and lighting lanterns as night falls, seem far more informal than you’d expected. Henryk explained days prior that Haedleigh was the rougher of the large settlements, without so much law and order binding it together, and while this isn’t entirely evident from first glance you do take the inconsistency of the militia patrols (and the gear they have on them) as a sign of infantile authority.

Without fuss entering the settlement, besides a few glances from suspicious militiamen who, rightly so, take note of an armed and armoured band wandering into their town, your brothers are given their wages and sent about their own business. Some seek out ale, others seek companionship, and you're sure a select few seek out a place simply to be without their comrades for a few hours.

What will be your business this evening?

>> Looking for jobs (choose: from local business, local leadership, or the shadier part of town)
>> Looking for new recruits
>> Raising the morale of the company (2 krowns)
>> Write in
>>
>>4915663
> Looking for jobs (Local Business)
>>
>>4915663
>> Looking for jobs (from local business)
First help the community before talking to the leaders and maybe do some side gigs when we have a reputation.
Also how do we improve gear?
>>
>>4915685
+1
>>
>>4915663> Raising the morale of the company (2 krowns)
>>
>>4915723
I’m not sure morale is particularly low, but it probably doesn’t hurt doing something morale raising if we’re going to head off on jobs I’m the next few days.

+1
>>
>>4915663
Supporting >>4915685
>>
>>4915663
> Write in
Look for the following:
- A healer, keep our men alive
- A treasurer, ensure the coins are secure and properly counted.
- and a tailor, for make a banner for our mercenary band. Successively recruit someone in the city for have the banner stand during battle.

Just an idea throw there.
>>
>>4915685
Probably if we visit a smith or an armorer, or a trader. They should all sell war gear, be a weapon, an armor or something else.
>>
>>4915685
>First help the community

I hope you don't mean charity work lad
>>
>>4915663
>>> Looking for jobs from local business
>>
>>4915685
>>4915748

Improving unit stats via equipment takes krowns and time. Now you’re in a more flourishing township, the option will be there when it’s time for you pick out what to do next.

>>4915670
>>4915685
>>4915697
>>4915732
>>4915782

>> Looking for jobs (local businesses)

The intention of coming to Haedleigh had always been work, driven by the suggestion from Henryk that the southern township might have looser and less formal purses than the heavily governed Halivanna in the north. First impressions confirmed the ramshackle nature of this place, so you set about seeking out work from some of the local businesses and guilds.

After sundown, Haedleigh becomes a dark and shadowy place. You move about the public houses with a handful of loyal men for backup, just in case the dancing shadows of an alleyway are more than they seem, and after lubricating them with a few drinks you manage the extract the prospects of work from a handful of locals.

By the third pub you feel that word has begun to spread that a mercenary company, albeit a small one, has come to town.

Supporting Local Farmers
15 krowns up front, 30 on completion
Due in 12 days


You find a union of wheat and barley farmers, who live and work just outside the city limits, bickering with one another and well in their cups. Of late, they are more than happy to share, they’ve been plagued by the pestilence and unnatural horrors of a wild shaman.

It’s at this point that many stop listening to the drunken group, though you’re happy to indulge them.

The disgruntled locals claim that their crops often rot overnight, their cattle are left mutilated, diseased or sterile, and the water in their wells regularly runs dry for days at a time without explanation. There have always been rumours of wild folk in the woods to the south, and of the archaic blood magic they practice, and it’s common local knowledge that much of the land that is now cultivated along the river was once their hunting grounds.

The farmers have put together krowns that they can muster and are paying rather handsomely (for farmers) if someone can seek out the shaman and put an end to the treachery. They can, if nothing else, point you to a location they believe the tribal folk live.

Magic exists in this world, but is very rare and usually very subtle in how it interacts with reality - think curses, hexes, good and bad fortune, as opposed to fireballs and magic missiles.
>>
Gang Incursion
No up front payment, 80 krowns on completion
Exactly three days from now


Haedleigh is home to a number of craft guilds, mostly smiths and woodworkers, who band together for security and consistency in the local market. Outside these major guilds, of course, there are some who disagree with their fees or methods or just the unionisation as a whole. The guilds have come to calling these fringe groups gangs - rightly so, in some cases, as the ‘independents’ operate more like thugs and crooks - and a friction has been slowly escalating between the groups over the past few months.

You’ve been approached by a senior guildswoman named Ellita, seemingly a well known figure around town and a representative of the smithy guild. She looks the party, well built and dirty-faced, but speaks plainly and authoritatively when you meet with her.

Ellita, and the council that oversees the guilds of Haedleigh, would like a group to silence one of the more rowdy and disrespectful gangs. The group, a band of beggars, thieves and con artists as she tells it, call themselves the Golden Brotherhood. They tend to deal in precious stones and gems, almost certainly stolen from around the frontier, and are known to deal with fraudulent items more often than not.

They are, Ellita assures you, the perfect vessel for the guilds’ message - that the unionisation of thieves and criminals will not be tolerated in Haedleigh.

Ellita and the council will be holding one of their regular meetings three days from now, four hours after sundown. She proposes that you and your company execute the Golden Brotherhood at this same time, avoiding any connection with her and the guild, and for doing so you will be paid handsomely.

“Have no illusions, commander. Your men will be killing sleeping folk in the dead of night, but our gold is good, and our position over Haedleigh is… advantageous.”
>>
Coastal Raiders
20 krowns up front, 40 on completion
Due in 8 days


As is only logical, Haedleigh takes advantage of the wide river flowing down from the mountains, using it as an avenue to the commercial opportunities of the Bladed Seas. One local merchant in particular, a greasy man called Asmont, regularly pays for barges to ferry stocks of imports and exports to and from the coastal inlet to the north-west. He explains most of his wares are raw materials - ore, clay, fine timber - and most of them are indeed exports.

Asmont seems pretty well established in town, likely wealthy, and has a roaring trade going (the way he tells it).

Lately he’s encountered issues with the river, poachers-turned-bandits who have begun to prey on his shipments as they make their way back from the coast, having dealt with the trade ships and stocked themselves with krowns. The bandits hit sparingly, aware of drawing too much attention to themselves, but even their light-touch has crossed the line and brought far too much inconvenience to Asmont to let them go unaddressed.

He would like the bandits dealt with, and he specifically asks that the bodies of their leaders be strung up by the river’s bank for all to see.


As the evening wears on and most folk retire to their lodgings, you are left sipping at mulled wine by the open fireplace of one of Haedleigh’s taverns, Henryk and several other brothers in your company. The town, as promised, is indeed rich with opportunity.

How will you end the evening?

You may pick multiple, noting that failure to deliver on jobs will impact your reputation in Haedleigh (or even more broadly), as will successful completion of jobs.

>> Accept the farmers’ job (12 days remain)
>> Accept the guild’s job (3 days from now)
>> Accept the merchant’s job (8 days remain)
>> Ask Henryk for advice on the available work
>> Leave the prospect of work aside until you’ve tended to other business (progress to the next day)
>>
>>4915825
>> Ask Henryk for advice on the available work
Ask about the guide stuff. Whos screwing who?
>>
>>4915825
The farmer and merchant job seem pretty decent, getting involved with the inner politics of the town sounds like inviting trouble though

>>> Accept the farmers’ job (12 days remain)

>>> Accept the merchant’s job (8 days remain)
>>
>>4915825
>> Accept the merchant’s job (8 days remain)
>> Accept the farmers’ job (12 days remain)
>>
>>4915825
>>> Ask Henryk for advice on the available work
>>
>>4915825
>>> Ask Henryk for advice on the available work
>>
>>4915849
+1
>>
>>4915846
Supporting
>>
>>4915846
>>4915920
>>4915951
>>4916002

>> Ask Henryk for advice on the available jobs

Henryk, quickly beginning to serve as regional counsel to you and your company, sips from his wine and thinks for a long time on the briefings you relayed. It was undeniable that the look on his face was one of reluctance or concern when you mentioned the task the farmer’s had put to you, but nonetheless he offers up his levelled advice with honesty.

“My men, and many from these parts, are very wary whenever the talk of magic comes up, Commander. Usually it’s nothing, not worth sparing a moment to consider, but sometimes… well, most folk don’t care to dabble with it. If we were to venture off into the woods seeking a shamanic tribe, I’d tread carefully and be ever watchful.”

Of the guild work, despite the promising pay, he has little more to comment on.

“I know the coastal towns have more refined commerce, and thus politics to go with it, but beyond that I’m afraid I’m not too well versed in their details. The job sounds bloody, though very manageable, and any speculation I could offer on how it might bode for our reputation would be tangential, I’m afraid. It could be a blessing, could be a curse, but it would definitely solve our financial worries for some time. We could do some more digging, of course, though given the nature of the task I can’t imagine the guilds would look kindly on us advertising our presence and our interest in their affairs all too much.”

Of the merchant’s job, Henryk seems to relate the tale ever so slightly to the plight of Fletcher’s Dozen - smallfolk forced out by big business and commerce, taking what they can to survive. He acknowledges the bias might be skewed and so settles on the simple remark that “... the coin sounds good and the job, given how we’ve handled ourselves on the road, should be no trouble at all.”

>> Accept the farmers’ job (12 days remain)
>> Accept the guild’s job (3 days from now)
>> Accept the merchant’s job (8 days remain)
>> Leave the prospect of work aside until you’ve tended to other business (progress to the next day)
>>
>>4916008
>> Accept the merchant’s job (8 days remain)
>>
>>4916008
>>> Accept the merchant’s job (8 days remain)
>>
>>4916008
>> Accept the merchant’s job (8 days remain)
>>
>>4916008
>> Accept the merchant’s job (8 days remain)
>Accept the farmers’ job (12 days remain)
>>
>>4916008
>> Accept the merchant’s job (8 days remain)
>>
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>>4916025
>>4916156
>>4916286
>>4916301
>>4916312

>> Accept the merchant’s job (8 days remain)

At first light you seek out the merchant, Asmont, who is desperately relieved to hear you’re willing to take on the work. He reminds you of all the details, explaining where the last ambushed barge spotted the raiders, and of course arranges for your prompt forward-payment of 20 krowns.

“And another forty, as we discussed, when the culprits hang high on the river’s bank.” The words come from the man clumsily, embarrassingly, as if it’s a struggle for him to speak so crudely and only attempts to do so as if to appease you and your men. Without another word, Asmont disappears, tending to his business in the town square.

It takes less than an hour for the company to be geared up and ready to march.

Before setting off on a new day’s adventure, you have time to pursue [u]up to two[/u] of the following:

>> Obtain better weapons (10 krowns) for the Hard Cunts
>> Obtain better armour (5 krowns) for the Hard Cunts
>> Obtain better weapons (8 krowns) for the Fletcher’s Dozen
>> Obtain better armour (3 krowns) for the Fletcher’s Dozen
>> Seek out new recruits

Once business has been tended to, [u]choose one[/u] of the following for the day/s ahead:

>> March along the river to find the raiders (2+ days)
>> March to… (write in destination/direction)
>> Rest in Haedleigh to for rest and recuperation (1 day)
>> Write in
>>
>>4916394
>> Obtain better armour (5 krowns) for the Hard Cunts
> Obtain better armour (3 krowns) for the Fletcher’s Dozen

I'd ideally like to keep everyone alive.
>>
>>4916394
> Obtain better armour (5 krowns) for the Hard Cunts
> Obtain better armour (3 krowns) for the Fletcher’s Dozen
>> Write in
Talk to people who have recently been to or heading to Wolfpine, Far Water, and Lanercost.
>>
>>4916394
>>> Obtain better armour (5 krowns) for the Hard Cunts
>> Obtain better armour (3 krowns) for the Fletcher’s Dozen

and
>> March along the river to find the raiders (2+ days)
>>
>>4916424
>>4916424
>>4916431

Will let this one sit until there are more votes for the main action. Looks like armouring and arming the men is going down, but what next?
>>
>>4916400
>>4916424
>>4916431

Will let this one sit until there are more votes for the main action. Looks like armouring and arming the men is going down, but what next?
>>
>>4916471
What kind of fighters we have and their composition? How many have ranged weapons or are dedicated range fighters
>>
>>4916484
Most of the info can be interpretted from the picture at >>4916394

You have two units/squads, one is ranged and the other is frontline infantry. For scale, the infantry unit's attack value is pretty decent, though not top tier.
>>
>>4916498
So it doesn't break down to individual men that add up to a unit? I thought fletchers guys were a mishmash of whatever they could get their hands on with slings and some throwing sharp sticks, and one or two bowmen while cunts are fairly uniform melee guys.
>>
>>4916394
>> Obtain better armour (5 krowns) for the Hard Cunts
>> Obtain better weapons (8 krowns) for the Fletcher’s Dozen
>>
>>4916394
>March along the river to find the raiders (2+ days)
get the job done
>>
>>4916394
>Obtain better weapons (10 krowns) for the Hard Cunts
>Seek out new recruits

>Rest in Haedleigh to for rest and recuperation (1 day)
>>
>>4916394
>Obtain better weapons (8 krowns) for the Fletcher’s Dozen

Lets get them some crossbows.

>>> Seek out new recruits

>>> March along the river to find the raiders (2+ days)
>>
>>4916394
>> Obtain better armour (5 krowns) for the Hard Cunts
>> Obtain better weapons (8 krowns) for the Fletcher’s Dozen

>> Rest in Haedleigh to for rest and recuperation (1 day)
>>
>>4916394
>> Obtain better armour (5 krowns) for the Hard Cunts
>> Obtain better armour (3 krowns) for the Fletcher’s Dozen
>>
>>4916936
Forgot to add this
>> March along the river to find the raiders (2+ days)
>>
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>>4916400
>>4916424
>>4916431
>>4916530
>>4916535
>>4916650
>>4916929
>>4916936

Pretty close voting across the board, but the armour upgrades won out!

>> Obtain better armour (5 krowns) for the Hard Cunts
>> Obtain better armour (3 krowns) for the Fletcher’s Dozen

Gold krowns change hands and the very early hours of the morning are spent fitting the company with new armour. For 8 krowns you give the men a strong peace of mind as they prepare to hunt bandits along the river.

The Hard Cunts take on new chain shirts and helms, and have an opportunity to replace those leather items that have become torn and dirtied over the last few months. The Dozen are geared up with the basics, some of them replacing torn and bare-chested shirts with real boiled leather and thick coats.

Both units now have +1 defense

>> March along the river to find the raiders (2+ days)

Better equipped, you and your company of 41 then take to the main road, marching from the northern gateway of the palisade, crossing the timber bridge you came by only the day before, and then veering north-west toward the coast.

The terrain is still muddy from the rainfall last week and the banks of the river, which is rushing toward the coast with a healthy current, are dotted with small outcrops of trees. The area is relatively flat, though the light woods do little to help with your hunt. The going is slow.

On the second day of stalking along the riverbanks, ever-cautious and wary of who you might stumble across, forward scouts from the Hard Cunts arrive back to your core group with excited looks.

“Spotted some filthy looking vagrants, commander. Might be our bandits. They’ve a camp setup maybe half an hour straight ahead, in a small gully where the river used to fork.” The scouts give you the breakdown of what they’ve spotted - bedding and tents for perhaps forty to fifty bodies, no signs of metal armour, everyone they saw there looked bedraggled but armed.

“They did seem to have some kind of sentries wandering about, but nothing too orchestrated. Reckon we could slip in if we needed to, cause some havoc from their midst.”

The company halts its march as you and Henryk consider your next move.

>> Engage the enemy directly with volleys from the high ground and a charge of the vanguard.

>> Wait, monitor the camp, and look for opportunities or weaknesses you can use against them once night falls.

>> Sneak some of your best men into the camp to cause chaos once the fighting begins.

>> Approach diplomatically to question these folk and confirm they are the bandits you seek.

>> Write in
>>
>>4917408
>>> Wait, monitor the camp, and look for opportunities or weaknesses you can use against them once night falls.
>>
>>4917408
>> Engage the enemy directly with volleys from the high ground and a charge of the vanguard.
>>
>>4917408
>> Engage the enemy directly with volleys from the high ground and a charge of the vanguard.
Let's try to get the element of surprise.
>>
>>4917408
>> Engage the enemy directly with volleys from the high ground and a charge of the vanguard.
>>
If the defence value would reduce the die roll below 0, is the negative applied to the total, or is the minimum result of an individual die 0?

Ie. If the Fletcher’s Dozen attacked a 2 Defence foe and rolled a 4 and 1, would they deal 2 or 1 damage?
>>
>>4917408
>>> Engage the enemy directly with volleys from the high ground and a charge of the vanguard.
>>
>>4917408
>> Engage the enemy directly with volleys from the high ground and a charge of the vanguard.
>>
>>4917408
>>> Wait, monitor the camp, and look for opportunities or weaknesses you can use against them once night falls.
>>
>>4917408
>>> Wait, monitor the camp, and look for opportunities or weaknesses you can use against them once night falls.

No need to rush. Let’s figure out what they’re doing here and track movements and patrols.
>>
>>4917408
>> Wait, monitor the camp, and look for opportunities or weaknesses you can use against them once night falls.
>>
>>4917408
>Wait, monitor the camp, and look for opportunities or weaknesses you can use against them once night falls.
>>
Rolled 3 (1d6)

Sorry all, hectic day, I'm back though!

Looks like my slow response has resulted in another tie, so I'm rolling it again.

1-3 is
>>4917418
>>4917977
>>4918003
>>4918016
>>4918211

And 4-5 is
>>4917518
>>4917566
>>4917592
>>4917613
>>4917621

Also
>>4917594

The die rolls don't carry over or support one another. So enemy has Def 2, Fletcher's roll 4 and 1, they have successfull hit once.

That said, the higher the roll the better the hit, so a 4 vs 2 is going to hypothetically twice as good as 3 vs 2.

Every point of damage is a hidden roll, determined by the sizeof the battle and then minused from the targets 'soldiers' aka hp. So it's possible a 4 gets less kills than a 3, but less likely - all in the rolls.

And yes, this means Henryk men have weapons that won't be able to do anything meaningful to a def of 4.
>>
>>4917418
>>4917977
>>4918003
>>4918016
>>4918211

>> Wait, monitor the camp, and look for opportunities or weaknesses you can use against them once night falls.

“We wait, then. All the advantage is ours to lose, but I want to see what they’re up to before we draw steel.” The word spreads quickly and the company hunkers down, some voice quiet dissent against the decision, but none outrightly defying it. The men are hungry for combat, hungry for coin, but you’re adamant - and reassure Henryk as such - that intelligence is far more important than tactical advantage in this situation.

With Henryk and four other volunteers, you stalk ahead to the gully where the bandits are camped. The remainder of your men stay behind, keeping low and quiet and, most importantly, at the ready to enter combat at a moment’s notice.

Upon a small ridge, looking down on the encampment, you take in all the details. There are several dozen threadbare canvas tents, a couple of small cookfires that are smouldering, and a couple of dozen visible figures wandering about the campsite. There are men and women, none looking particularly well armed or armoured (or fed, for that matter), and there are a few pairs wandering further away from the camp, presumably doing what they believe to be ‘patrols’.

You hunker down and observe the camp for the afternoon, watching different small groups come and go, arguments break out, and laughter echo through the gully from a small group who are sitting around playing cards. There are two tents you identify near the middle of the encampment that bandits only enter briefly, and sparingly, either to drop off or pick up something - weapons, tools, food to cook at the fire. You assume these two tents are specifically for storage and might very well hold whatever it is the raiders have been stealing from the river barges.
>>
As light begins to wane and the fires across the campsite are stoked high, a new group of bandits arrive, presumably from the river. While they don’t carry anything too valuable with them, they’re definitely better armed - many have good steel by their waist and the glint of chain under their leather jackets. They arrive back to the camp with a little commotion, raised voices and the suggestion many aren’t happy with them.

Henryk shrugs. “I assume they were meant to come back from raiding with chests of gold. Who knows.”

Once the activity dies down and night truly falls, the camp becomes a theatre of dancing shadows around three campfires. People banter loudly, the smell of cooking meat and bubbling broth fills the woods, and any animosity you thought the raiders might have between them seems dispelled.

All in all, you count perhaps forty folk, though it’s hard to keep track of them all. By all accounts, thought you’re not certain, you presume there are still a handful of small patrols wandering the nearby woods, though in your ~6 hours of stakehout none have stumbled upon you.

>> Sound a charge, supported by volleys from the Fletcher’s Dozen, and catch the bandits by surprise with brute force

>> Have the Hard Cunts circumnavigate the camp and assault from opposite sides - one with arrows out of the darkness, the other with the roars of charging warriors

>> Sneak the Hard Cunts into camp and cause chaos, setting tents ablaze and killing folk from the shadows. Support with missiles only once the confusion is thick.

>> Write in
>>
>>4918967
>>> Sneak the Hard Cunts into camp and cause chaos, setting tents ablaze and killing folk from the shadows. Support with missiles only once the confusion is thick.

Attacking from opposite sides would only allow them to defeat us in detail by charging the archers first, then coming back for the warriors.

We also kinda wasted our own chance to defeat them in detail considering that their group is now whole again, but what can you do? Hindsight is 20/20. Lets make use the the fact that we waited for night to use the confusion to our best advantage at the very least.
>>
>>4918967
>> Have the Hard Cunts circumnavigate the camp and assault from opposite sides - one with arrows out of the darkness, the other with the roars of charging warriors
>>
>>4918967
>>> Sneak the Hard Cunts into camp and cause chaos, setting tents ablaze and killing folk from the shadows. Support with missiles only once the confusion is thick.
>>
>>4918967
>>> Have the Hard Cunts circumnavigate the camp and assault from opposite sides - one with arrows out of the darkness, the other with the roars of charging warriors

I expect this will give off the illusion of superior numbers on our end, on top of hitting them at night I expect a morale break rather than a slog.
>>
>>4918967
>> Sneak the Hard Cunts into camp and cause chaos, setting tents ablaze and killing folk from the shadows. Support with missiles only once the confusion is thick.
>>
>>4918967
>>> Sneak the Hard Cunts into camp and cause chaos, setting tents ablaze and killing folk from the shadows. Support with missiles only once the confusion is thick.
>>
>>4918978
>>4919024
>>4919124
>>4919463

>>> Sneak the Hard Cunts into camp and cause chaos, setting tents ablaze and killing folk from the shadows. Support with missiles only once the confusion is thick.

You lead the men into the darkness, toward the small encampment, while Henryk and his skirmishers hold the ridge above. The camp is alive with the normal sounds of occupation - cooking, laughing, talking, shouting. Timber is being cut against a block and, near the two storage tents in the center of the encamp, several men are organising crates and boxes.

With you at their front, the Hard Cunts successfully slip into the bandit camp seemingly undetected, streaming outward into several different teams as they spill amongst the tents and trees that throw shadows in the firelight.

You personally lead a small train of men closer and closer to one of the fireplaces, carefully monitoring the bandits sitting around it and watching for any sign that they’ve noticed the infiltration. Taking a quick glance over one shoulder you see another group of the Hard Cunts not 20 feet to your left, crouching low beside a large canvas tent and starting to strike flint against steel to ignite a torch one of them has produced.

As you look the other way, to identify where the rest of the unit is, a sudden scream echoes out across the entire camp. In an instant all the ambient noise is sucked from the camp, like a flame deprived of oxygen, and there is a moment of hesitation from members of both parties as they process what has happened.

“We’re under attttaaaac--” The call is loud, echoing and guttural, and is cut short from closeby as you see the scuffle, and hear the grunts, of figures moving and fighting in the shadows.

With steel drawn you give a confirming roar to the men at your rear and burst forth from the shadows just as one of the tents to your left begins to flicker into flames, commanding more shouts of alarm and screams of panic from those inside.

As you charge forth toward the crowd around the closest fire, brothers at your back and by your sides, the first of those opposing you are peppered with arrows and bolts from up on the ridge.

In moments the camp has turned into a bloody melee - tents burn, brightly enough to throw light and shadow all across the small gully, and small groups scream in the throes of combat as they meet with their attackers all across the camp.
>>
Combat rounds are going to involve so many different rolls… I’m doing them myself now!

Round One Casualties
Bandit Archers: 4
Bandit Soldiers: 11
Hard Cunts: 2
Fletcher’s Dozen: 0

Casualties are not necessarily deaths - this is determined after the battle.

The Hard Cunts, while divided up into three groups, seem to hold well against the initial resistance. The element of surprise serves as promised and there are bodies littering the ground - some still wailing or grasping for life, others limp and silent - as the attack is pushed deeper into the camp.

Now, with their position revealed, you can hear Henryk’s voice over the din as he commands volley after volley to the Fletcher's Dozen. A small group of bandits form up in one corner of the small camp, trying to launch a ranged resistance against the Dozen, but struggle to find their targets up on the masked in darkness ridgeline - especially given the newly acquired armour your skirmishers are wearing.

Slowly the fighting begins to settle into the normal motions of a pitched battle - those encamped have taken grave losses from the first wave of assault, but they are quick to gather themselves, consolidate ranks, and start to thrust manpower against the now-isolated groups of the Hard Cunts.

Make sure you pick one command per unit in replies

The Hard Cunts will…

>> Consolidate ranks, focussing on getting back together and building a defensive line
>> Continue pushing deeper into the enemy, prioritising kills over their own personal safety
>> Flee back up the ridgeline, to the Fletcher’s Dozen, and develop a front line there
>> Write in

The Fletcher's Dozen will…

>> Continue raining fire down on camp, spreading their efforts across all enemies in sight
>> Focus all their attention on the bandits armed with missile weapons to avoid any possible casualties
>> Focus all their attention on those bandits closest to the front lines of the Hard Cunts, to hopefully provide cover fire and give the vanguard some breathing space
>> Write in
>>
>>4919647
>> Flee back up the ridgeline, to the Fletcher’s Dozen, and develop a front line there
>>Write-in
Pick off enemies who'd try to flee instead of going off against the Hard Cunts. Otherwise, simply support the Hard Cunts by attacking their attackers.
>>
>>4919647
>>> Consolidate ranks, focussing on getting back together and building a defensive line
>> Focus all their attention on the bandits armed with missile weapons to avoid any possible casualties
>>
>>4919647
>> Flee back up the ridgeline, to the Fletcher’s Dozen, and develop a front line there
>> Focus all their attention on the bandits armed with missile weapons to avoid any possible casualties
>>
>>4919647
>Consolidate ranks, focussing on getting back together and building a defensive line

>Write in
Pick off enemies who'd try to flee instead of going off against the Hard Cunts. Otherwise, simply support the Hard Cunts by attacking their attackers.
>>
>>4919647
>> Consolidate ranks, focussing on getting back together and building a defensive line

If I recall correctly, they outnumber us slightly. I'd rather not give them our back to attack or give them a coherent idea of where we are and our disposition, kind of ruins the surprise and confusion aspect. That being said, we ought to consolidate, lest a clump of us gets isolated in the melee.

>> Focus all their attention on the bandits armed with missile weapons to avoid any possible casualties

Time used killing fleeing foes is time not used killing foes killing us. Plus, we don't want them to stay and fight, killing the fleeing ones encourages them to adopt a state of resigned fatalism and to stand and fight. Pretty sure numerous famous historical generals or martial leaders have said to allow your enemy an avenue to escape, lest they fight to the death and extract a higher death toll from your troops.
>>
>>4919702
This
>>
>>4919647
>>> Consolidate ranks, focussing on getting back together and building a defensive line

>> Focus all their attention on those bandits closest to the front lines of the Hard Cunts, to hopefully provide cover fire and give the vanguard some breathing space
>>
>>4919647
>> Consolidate ranks, focussing on getting back together and building a defensive line
>> Focus all their attention on the bandits armed with missile weapons to avoid any possible casualties
>>
>>4919647
>> Consolidate ranks, focussing on getting back together and building a defensive line
>> Focus all their attention on the bandits armed with missile weapons to avoid any possible casualties
>>
>>4919664
>>4919702
>>4919728
>>4919835
>>4919843
>>4919861
>>4919915
>>4920052

Cumulative Casualties
Bandit Archers: 14 (KO)
Bandit Soldiers: 25
Hard Cunts: 2
Fletcher’s Dozen: 3

>> The Hard Cunts consolidate ranks, focussing on getting back together and building a defensive line

>> The Fletcher’s Dozen focus all their attention on the bandits armed with missile weapons to avoid any possible casualties

“Form a line! Shoulder to shoulder!” Your commands are echoed throughout the camp until they’ve reached the ears of every Hard Cunt, the warriors in the two flanking groups slowly backing their way into the central column of fighting, slashing at bandits as they go.

It doesn’t take too long for the entire unit to be consolidated into one, fighting still on two concerted fronts, but at least with secure flanks. More and more of the opponents start to fall to blows at this point, the din of combat almost drowned out by the horrific battlefield chorus of desperate cries and sobs of the mortally wounded.

The camps dirty flooring is covered with bodies.

To your relief, at least through the blurred chaos of battle, you don’t see any more Hard Cunt brothers fall during the consolidation. Many are wounded, minor scratches or dents to their armour, but they all continue to fight and hold the newly formed line with the vigour of fresh fighters.
>>
On the ridge, Henryk turns the attention of his skirmishers on the dwindling group of bandit archers who formed up on the edge of the camp. They take shots sparingly, from behind cover, and are no match for the superior skill and positioning of the Fletcher’s Dozen. A few men go down, slammed by incoming arrows and the occasional bolt, but in return all activity ceases from the tents the bandit archers had been using for cover.

At this point, with Fletcher’s Dozen reassessing their targets and the Hard Cunts pushing forward against a dwindling bunch of bandits, a small handful of them turn to flee. From your commanding position you estimate their forces to be halved, easily, and barely even equalling the Hard Cunts in number.

With a quick thrust of your blade you dispatch another of the warriors desperately trying to resist the suffocating advance of the Hard Cunts, and his body hitting the ground seems to break the camel’s back.

The bandits - what few remain - are in full retreat, turning their backs on the company and rushing to the closest patch of wooded darkness in the hopes of escaping.

Make sure you pick one command per unit in replies.

The Hard Cunts will…

>> Push the attack and hunt down those who have fled - leave no man alive
>> Hold, secure the camp, and begin treating any wounds they have taken
>> Begin ransacking the camp before fleeing, leaving no evidence of who may have orchestrated the assault
>> Locate any bandit casualties who are still breathing and try to stabilise them - the frontier has a fledgling slave trade that could bolster your coffers
>> Write in

The Fletcher's Dozen will…

>> Pursue the fleeing bandits for as long as possible, letting loose as many volleys as they can
>> Consolidate in the camp with the Hard Cunts and begin seeing to the wounded
>> Hold the ridgeline and begin seeing to the wounded
>> Fall back, away from the camp, to secure the gear the company left aside earlier that day, lest some of the fleeing bandits stumble upon it
>> Write in
>>
>>4920536
>> Begin ransacking the camp before fleeing, leaving no evidence of who may have orchestrated the assault
>> Consolidate in the camp with the Hard Cunts and begin seeing to the wounded
>>
>>4920536
>> Push the attack and hunt down those who have fled - leave no man alive
>> Consolidate in the camp and begin seeing to the wounded
>>
>>4920536
>> Push the attack and hunt down those who have fled - leave no man alive
>> Pursue the fleeing bandits for as long as possible, letting loose as many volleys as they can

Now is the time for the pursuit.
>>
>>4920536
>Push the attack and hunt down those who have fled - leave no man alive
>Consolidate in the camp with the Hard Cunts and begin seeing to the wounded
Nice and even
>>
>>4920536
>>> Hold, secure the camp, and begin treating any wounds they have taken

>>> Consolidate in the camp with the Hard Cunts and begin seeing to the wounded

I highly doubt what is left of the bandits have any fight left in them, secure their camp treat our men take their loot and then we can move out.
>>
>>4920536
>>> Hold, secure the camp, and begin treating any wounds they have taken

>>> Consolidate in the camp with the Hard Cunts and begin seeing to the wounded
>>
>>4920536
>> Push the attack and hunt down those who have fled - leave no man alive
>> Fall back, away from the camp, to secure the gear the company left aside earlier that day, lest some of the fleeing bandits stumble upon it
it would suck if they nab our gear while we're distracted. this way we can mop up whats left while still being somewhat cautious.
>>
>>4920536
>>> Begin ransacking the camp before fleeing, leaving no evidence of who may have orchestrated the assault
>>> Consolidate in the camp with the Hard Cunts and begin seeing to the wounded
>>
>>4920564
>>4920594
>>4920610
>>4920741
>>4920764
>>4920966
>>4921353
>>4921545

Deaths
Hard cunts: 2
Fletcher’s Dozen: 1

>> The Hard Cunts push the attack and hunt down those who have fled - leave no man alive
>> The Fletcher’s Dozen consolidate in the camp and begin seeing to the wounded

“Onwards! Leave none alive!” The Hard Cunts don’t wait to hear the orders - once the enemy ranks begin to break, your warriors are instantly in pursuit. Some break into small groups, others run off after their target alone, and the woods around the campsite echo with screams of bloodshed and ignored begs for mercy.

Henryk helps and a handful of his men move the wounded down into the camp and some of the fires that have run rampant are seen to, buckets of water (and other refuse) tossed on them to extinguish the more threatening flames.

The wounded are seen to. Very few of the bandits in the camp survive the next hour, bleeding out or suffering system shock due to the severe wounds they have sustained. Thankfully, a number of the company’s wounded are seen to soon enough, their minor wounds bandaged and treated. While the work isn’t almost meaningless compared to that of a real healer or surgeon, the first aid is enough to save a few lives.

Come another twenty minutes or so the Hard Cunts return from the trees, exhausted and muddy, content that none of the fleeing bandits will live to tell the tale. No further losses were sustained during the pursuit, leaving the entire company’s entire casualties at only 3.

As the warriors tend to minor wounds and take a few moments to regain their stamina, the skirmishers begin piling bodies,

“Three souls for a pile of coins. Small price to pay, I s’pose.” Henryk doesn’t seem to believe his words as he watches the men work, some clearly busying themselves with whatever chore they can find to avoid dwelling too much on the piles of dead around them - both friend and foe.
>>
You simply clasp Henryk’s shoulder with a bloodied, gloved hand, giving an exhausted yet genuine smile.

“Your men fought well. They should be proud, both that they survived and that so few of their rank fell. Such is the way of our work, we can but make the best of it.” You leave him to supervise the Dozen, reminded just how fresh the skirmishers are to this way of life.

Before any further decisions are made, the following half hour is consumed by fashioning one of the crumbled tents into a small pyre to position the fallen company men on. When the small ceremony is over, their spirits released and the air stung with the smell of burning flesh, the men look to you for orders...

>> Leave the camp as is and march back to Raedleigh... for booze, rest and payment!

>> Setup camp nearby and use the next day to recuperate and to stakeout the bandit camp, in case there are more returning home.

>> Setup in the camp for the rest of the evening and thoroughly search it, top to bottom, for anything of value. Pitch patrols nearby to keep an eye out for returning bandits.

>> Burn the camp down in its entirety, leaving nothing but ash.

>> Write in
>>
>>4921629
>> Setup in the camp for the rest of the evening and thoroughly search it, top to bottom, for anything of value. Pitch patrols nearby to keep an eye out for returning bandits.
>Get to hanging the bodies along the river, as asked.
>>
>>4921629
>> Leave the camp as is and march back to Raedleigh... for booze, rest and payment!
>>
>>4921629
Supporting >>4921638
>>
>>4921629
>> Burn the camp down in its entirety, leaving nothing but ash.
>>
>>4921629
>>> Setup in the camp for the rest of the evening and thoroughly search it, top to bottom, for anything of value. Pitch patrols nearby to keep an eye out for returning bandits.
>>
>>4921638
>>4921665
>>4921710

>> Setup in the camp for the rest of the evening and thoroughly search it, top to bottom, for anything of value. Pitch patrols nearby to keep an eye out for returning bandits.

>> Get to hanging the bodies along the river, as asked.

Remembering what’s going on makes for a happy QM

“We settle in, then. No rush in sorting through the spoils, if anyone is returning to this place we’ll deal with them in due course.” Henryk agrees with the directive, keen to see some of his men get some rest, and the order goes out that the bandit camp will be home for the night.

A small group is sent off into the woods to retrieve your own packs and camping gear, fires are stoked up, bodies are piled away from the living space, and as an evening meal is prepared you begin to sort through the remnants of the bandit camp.

In the storage tents, as expected, you find an assortment of coins and stolen items that look to be trade goods taken from barges. From speaking with Asmont you got the impression the bandits usually hit the barges when they were returning from the coast, having offloaded their goods and received due payment. By the looks of things, some small transport vessels moving down the river had been hit on their outward trip - these folk were taking anything they could.

By the time the darkness of midnight sets in, the task of taking full inventory is complete. Overall you manage to take 26 krowns and another dozen or so krowns worth of trade goods - silk and other textiles, rough iron tools, even some tanned hides and leathers. The goods are cumbersome, but the company’s manpower should suffice in lugging them back to Haedleigh.

Come morning, as the men are packing up the camp and lamenting over a very simple breakfast of old bread and dried fruit, you gather a few good hands and begin carrying half a dozen bandit bodies down to the riverbank. The trek isn’t too hard, all downhill, and it doesn’t take long to find a few sturdy branches strong enough to hold bodies dangling on rope.

You string up the bandits as requested by Asmont, and as a warning to future raiding along this stretch of river, leaving a prominent, grisly sight for anyone who sails by.

With the camp packed up…

>> March back to Haedleigh
>> Stakeout the camp for another day in case there are returning survivors
>> Stakeout the river to see if any wealthy barges pass by
>> Write in
>>
>>4921727
>>> March back to Haedleigh
>>
>>4921727
>> March back to Haedleigh
>>
>>4921727
>>> March back to Haedleigh
>>
>>4921727
>> March back to Haedleigh
>>
>>4921727
>> March back to Haedleigh
>First round for a job well done is on me lads!
>>
>>4921727
>>> March back to Haedleigh
>>
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>>4921811
>>4921825
>>4921849
>>4921858
>>4921895
>>4921991

>>> March back to Haedleigh

With the men packed and all that is valuable extracted from the bandit camp, the brief march back to town begins. The weather is fine, save for cool mornings and a slight breeze off the coast, and the lightly wooded terrain does little to slow down your progress.

Chatter along the way, both on the march and around the campfire at night, is positive - the men are happy with how the first real job in the frontier went, despite the loss of some of their brothers, and the prospect of payment has spirits high. By the day, the Fletcher’s Dozen seem more and more at home in the company of the Hard Cunts, as if the farmers- and settlers-turned-bandit have truly come into the new way of life they’ve picked for themselves.

Once you return to the main road without incident, the trip’s fate is all but sealed. Another long day of marching and you’re soon back behind the palisade of Haedleigh.

Asmont is one of the first to greet your troupe as you enter the township - garnering attention from all types, given the word that’s spread in your absence and the clear signs of a combat-weary company - and he does so cheerily and with praise.

“I’ve already heard word of your success on the river! Bravo, adventurers. I knew you’d manage things capably and as agreed. Here, please.” He hands over the promised fare and again thanks you, and Henryk, for such efficient action. “If only the deputised swords in these lands were so prudent.” Asmont leaves you to your business, assuring you he will spread the good word and indeed seek you out again should he find himself with work suited to sellswords.

With the men paid you settle in for an evening of hot food and cold drink. The nightlife of Haedleigh is far more engrossing than the small town fare you’ve witnessed elsewhere across the frontier and the men are able to indulge vices a’plenty. At Henryk’s insistence, you try to do so, too.

The following morning you take account of your situation. What will the following day entail?

Select up to two:

>> Obtain better weapons (10 krowns) for the Hard Cunts
>> Obtain better armour (9 krowns) for the Hard Cunts
>> Obtain better weapons (8 krowns) for the Fletcher’s Dozen
>> Obtain better armour (5 krowns) for the Fletcher’s Dozen
>> Find a buyer for (any number of: wolf pelts, textiles, tools, hides)
>> Seek out new recruits

Select one:

>> Seek out work from local businesses/individuals
>> Seek out work from the authorities
>> Seek out work from the underbelly
>> Seek out prior employment opportunities (The Farmers and The Guilds)
>> Give the men a day’s rest
>>
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>>4921811
>>4921825
>>4921849
>>4921858
>>4921895
>>4921991

>>> March back to Haedleigh

With the men packed and all that is valuable extracted from the bandit camp, the brief march back to town begins. The weather is fine, save for cool mornings and a slight breeze off the coast, and the lightly wooded terrain does little to slow down your progress.

Chatter along the way, both on the march and around the campfire at night, is positive - the men are happy with how the first real job in the frontier went, despite the loss of some of their brothers, and the prospect of payment has spirits high. By the day, the Fletcher’s Dozen seem more and more at home in the company of the Hard Cunts, as if the farmers- and settlers-turned-bandit have truly come into the new way of life they’ve picked for themselves.

Once you return to the main road without incident, the trip’s fate is all but sealed. Another long day of marching and you’re soon back behind the palisade of Haedleigh.

Asmont is one of the first to greet your troupe as you enter the township - garnering attention from all types, given the word that’s spread in your absence and the clear signs of a combat-weary company - and he does so cheerily and with praise.

“I’ve already heard word of your success on the river! Bravo, adventurers. I knew you’d manage things capably and as agreed. Here, please.” He hands over the promised fare and again thanks you, and Henryk, for such efficient action. “If only the deputised swords in these lands were so prudent.” Asmont leaves you to your business, assuring you he will spread the good word and indeed seek you out again should he find himself with work suited to sellswords.

With the men paid you settle in for an evening of hot food and cold drink. The nightlife of Haedleigh is far more engrossing than the small town fare you’ve witnessed elsewhere across the frontier and the men are able to indulge vices a’plenty. At Henryk’s insistence, you try to do so, too.

The following morning you take account of your situation. What will the following day entail?

Select up to two:

>> Obtain better weapons (10 krowns) for the Hard Cunts
>> Obtain better armour (9 krowns) for the Hard Cunts
>> Obtain better weapons (8 krowns) for the Fletcher’s Dozen
>> Obtain better armour (5 krowns) for the Fletcher’s Dozen
>> Find a buyer for (any number of: wolf pelts, textiles, tools, hides)
>> Seek out new recruits

Select one:

>> Seek out work from local businesses/individuals
>> Seek out work from the authorities
>> Seek out work from the underbelly
>> Seek out prior employment opportunities (The Farmers and The Guilds)
>> Give the men a day’s rest
>> Write in
>>
>>4922164
>>> Find a buyer for the stuff we got from the bandits, coin is alot easier to transport
Also better weapons for cunts
Write in: find a healer for our group
>>
>>4922164
>> Obtain better weapons (10 krowns) for the Hard Cunts
>> Seek out new recruits
>> Give the men a day’s rest
>>
>>4922164
>Seek out new recruits

>Find a buyer for (any number of: wolf pelts, textiles, tools, hides)

Unless there is a use for them we should just sell them I guess.

>>> Seek out work from the authorities

I'd like to see what other opportunities are there, though I'd still like to take that farmers job
>>
>>4922164
>> Find a buyer for (any number of: wolf pelts, textiles, tools, hides)
>> Seek out new recruits

>> Write in
Look to invest and co-own and start businesses to fund our company during dry spells and have passive income.
>>
>>4922164
>>> Obtain better weapons (8 krowns) for the Fletcher’s Dozen
Shitty weapons can only get us so far.
>> Seek out new recruits
We need new blood! Also, the wolf pelts and tools and the like may come in handy in the future. It may be nice to get someone who can help take care of our equipment in our band.
>> Seek out prior employment opportunities (The Farmers and The Guilds)
We seem to have a decent reputation there, the deals may be better.
>>
>>4922164
Supporting this >>4922280
>>
>>4922164
>> Obtain better weapons (10 krowns) for the Hard Cunts
>> Find a buyer for all the junk
>> Seek out prior employment opportunities (The Farmers and The Guilds)
>>
>>4922164
>sell all the shit
> Seek out new recruits
> Give the men a day’s rest
>>
While it looks like offloading your gear for some extra krowns, and looking around town for possible recruits are your two immediate actions (overwhelmingly supported), it doesn’t look like you have agreement on your command decision the next day (you get 2 logistical decisions and 1 command).

Currently there are 2 votes each for resting, investing in a business and seeking out old work contacts (the guilds and the farmers). There are 1 vote each for finding a healer and seeking employment from the authorities.

I'll forgo moving things along until it's a smaller tie or there is a clear winner.
>>
>>4922913
Ill change from seeking out authorities to the farmer contract
>>
>>4922187
>>4922207
>>4922245
>>4922280
>>4922413
>>4922658
>>4922705
>>4922921

>> Find a buyer for (any number of: wolf pelts, textiles, tools, hides)
>> Seek out new recruits

Today you spend time wandering the bustling marketplace of Haedleigh with bright blue sky overhead. The town is clearly a crossroads of trade and civility between the smaller southern settlements and the broader northern frontier, and the commerce here only confirms it.

There are rows of market stalls, some more professional and legitimate looking than others, and the vast majority of the market space is dominated by the sale of trade goods - linens, other textiles, good timber from Lanercost. There seems to be a roaring produce trade, too, and just outside the market square are sale yards where cattle and other animals are being maneuvered.

With the help of a few of your regulars you’re able to fetch a decent price for the goods you’ve been lugging around. To a few different vendors you hand over the wolf pelts - along with tales of how you came about them - and the rest of the gear salvaged from the bandit camp. By day’s end, your coffers are 13 krowns healthier.

The next item of business is to track down new recruits to bolster the ranks. Thankfully as many of your company spent the evening boozing and celebrating, word has spread around the township of the new mercenary company moving about the frontier. Asmont has spread tales amongst his merchant circles, fuelling the fire of your reputation, and people have started proposing obscure names for your motley crew - some, like Wolfsbane, inspired by the tales of your journey south; others, more generic have started suggesting you’re the Freemen.

Before further business is seen to, and you can address the souls lining up to sign onto your company, an important decision is needed.

What will be your company name?

>> Write in

And what will be its banner/sigil?

>> Write in (you can post your own idea, or you can describe a banner and outsource the visual)
>>
>>4922944
Not good with names but I'll suggest the banner be a wolf's head over a coastal prairie and crossed swords.

I'll probably end up supporting a suggestion I like better though in the end.
>>
>>4922944
Wolf head with crossed swords and arrows and scar over its face, baring its teeth over a shield?
>>
>>4922944
Company of the wolf?
>>
Grey Devils
Devil Horns
Demon Dogs
Wolfpack
Metal Raiders
Red Dawn
Sword Cloaks
Bloody Blades
Brothers of Mercy and Blood
Band of Brandenburgers
>>
>>4922944
>>> Write in
The Dandiest Bubs Brotherhood
>>
>>4922944
Baal's Wolves
>>
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I'll go ahead and suggest a personal favorite from my Battle Brothers sessions:
The Cooking Devils
with pic related's banner on the right.
>>
Let's call our band the Rock Cocks, with a Silver Rooster on a red background for the banner.
>>
The Marauders
>>
>>4922944
What will be your company name?
>> Write in
The Grey Freemen

And what will be its banner/sigil?
>> Write in (you can post your own idea, or you can describe a banner and outsource the visual)
Wolf head with crossed swords and arrows and scar over its face, baring its teeth over a shield
>>
>>4923473
The grey freeman company, ilke that
>>
>>4923473
Sure lets go with this.
>>
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>>4923008
>>4923473
>>4923568
>>4923597

The decision is made almost on a whim, as you and Henryk are meeting with new recruits and inspecting their capabilities. The Grey Freemen, you shall be known as, and those signing up are emboldened by something so formal. A handful of the Fletcher’s Dozen set about town to seek out someone who can make an appropriate banner for the newly branded rabble and word of the Grey Freemen begins to spread.

The afternoon is spent ‘interviewing’ all sorts who offer themselves to the company, inspecting their gear and hearing about their exploits. Unsurprisingly, the fare of warriors here is mediocre at best, though the silver lining is the fact that you have your pick of the lot - there seems to be a heavy demand of adventurers in Haedleigh, and no competition to speak of.

Most of the folk offering services to you are locals - those who came to the frontier for the same reasons as you, but ended up without a company to march with; or those who are members of the local militia and know a higher paying job when they see one.

By the end of the afternoon’s negotiations you have ample volunteers to bolster your existing troops, though they will require investment upfront as a settling fee, and for those without appropriate gear to acquire it.

You currently have 91 krowns.

Pick one:

>> No new recruits for the Fletcher’s Dozen
>> 5 new recruits for Fletcher’s Dozen (2 krowns)
>> 10 new recruits for Fletcher’s Dozen (4 krowns)

Pick one:

>> No new recruits for the Hard Cunts
>> 4 new recruits for the Hard Cunts (2 krowns)
>> 8 new recruits for the Hard Cunts (4 krowns)
>> 12 new recruits for the Hard Cunts (6 krowns)
>> 16 new recruits for the Hard Cunts (8 krowns)
>>
>>4924389
>> 10 new recruits for Fletcher’s Dozen (4 krowns)
>> 16 new recruits for the Hard Cunts (8 krowns)
We're flush with cash right now so I see no reason to skimp out. We're gonna need the bodies as the jobs become deadlier.
>>
>>4924447
Supporting
We have to equip those though, let's not forget
>>
>>4924389
>>> 10 new recruits for Fletcher’s Dozen (4 krowns)

>>> 16 new recruits for the Hard Cunts (8 krowns)
>>
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>>4924447
>>4924457
>>4924480

>> 10 new recruits for Fletcher’s Dozen (4 krowns)
>> 16 new recruits for the Hard Cunts (8 krowns)

Your coffers now rest at 79 krowns.

When the afternoon’s work of hiring new recruits is done, having them all equipped and introduced to the rest of the Grey Freeman, one further sign of promise approaches - you spy the merchant, Asmont, wandering your way across the market square in the company of a young woman in boiled leather armour and with a sword by her side.

The woman looks young, at least in comparison to most of the men of your company, and she carries herself with a confidence that goes hand in hand with her attire - that of a sellsword.

Asmont explains that he has been advertising the good name of the Grey Freemen and his word reached the ears of this young woman over a few lunchtime drinks. She, and her mounted party, are newly arrived to Haedleigh.

As she tells it, they are looking for work and originally formed up with the intention of hunting orc in the foothills. She doesn’t elucidate further on that point, but explains that the task had become harder than they had originally expected and her band had come to Haedleigh looking for recruits. After a few days of stagnation and ever decreasing coffers, her group managed to convince her (though she still seems reluctant) that perhaps it was worth their time taking on extra work themselves until they had more coin to support their mission.

The woman’s company are mounted, most with swords and spears, and all equipped with good quality armour and shields that rival those of the Hard Cunts. They are a mix of folk, though many you suspect to be farmers turned mercenaries given their attire. They number two dozen in total.

The woman offers to sign on to the Company, at least for the immediate future, for the price of 10 krowns and an additional 3 krowns a day. The cost is steep compared to your current expenses, though the benefit of a well trained mounted unit is incomparable to any other opportunities currently on offer.

The woman seems less interested in joining than some of her companions, but is clearly taking their direction to avoid desertions or morale breaks within the ranks. She explains that, should you refuse, they intend to ride north soon enough and continue seeking out work and new recruits in Halivarra.

Pick one:

>> Refuse the company of this woman and her riders

>> Negotiate the sign-on cost, down to 8 krowns (roll 1d10)

>> Negotiate the riders’ daily cost, down to 2 krowns (roll 1d10)

>> Negotiate both, down to 8 krowns sign and 2 krowns per day (roll 2d10)

>> Hire this woman and her riders (10 krowns, 3 a day - Write In a name for her and her unit)

The daily rate of the Hard Cunts will never change. Other units might begin to ask for more per day based on their stats and gear, time with the company, and how other units are being paid.
>>
Rolled 6 (1d10)

>>4924540
>> Negotiate the riders’ daily cost, down to 2 krowns
>>
>>4924540
>> Negotiate the riders’ daily cost, down to 2 krowns (roll 1d10)

We bought and paid for that gear those ingrates are wearing that keeps them alive.
>>
Rolled 4 (1d10)

>>4924665
>>4924540
>>
>>4924540
>> Negotiate the riders’ daily cost, down to 2 krowns
>>
>>4924540
>>> Refuse the company of this woman and her riders

And so the waifu/harem wars begin
>>
>>4924540
Changing >>4924669
to
> Refuse the company of this woman and her riders
I think hiring them would be jumping the gun, we have been getting shit done, and we just got some recruits.
>>
>>4924540
>>> Refuse the company of this woman and her riders
>>
>>4924540
>> Refuse the company of this woman and her riders
we're the hard cunts, not the gaping holes
for real though we can't afford to pay her that much everyday, she'll bleed us dry in a month
>>
>>4924540
>Refuse the company of this woman and her riders
But make it clear we're only doing this because we've just recruited twenty-six new men
>>
>>4924540
>> Refuse the company of this woman and her riders
However, I suppose we'd be glad to help in their task in exchange for coin and spoils of war
>>
>>4924540
>> Negotiate the riders’ daily cost, down to 2 krowns (roll 1d10)
Roll after vote is won dumbasses
>>
>>4925016
this
>>
>>4924677
>>4924695
>>4924714
>>4924720
>>4924850
>>4925016
>>4925240

>> Refuse the company of this woman and her riders

You thank Asmont for the kind words he’s lending your reputation, and the woman for her offer, but decline to take on the new unit of mounted warriors regardless of the look of their expertise.

“The Grey Freemen are still young, but our ranks already balance well with the kind of coin we are making. Perhaps some other time, when our priorities align.” You bid the pair farewell, noting the clear relief the woman shows in not having her proposition accepted, and begin making way back to a nearby inn where most of the Freemen have lodgings.

>> Seek out prior employment opportunities (The Farmers and The Guilds)

Throughout the day, as you onboarded new recruits and saw to the replenishment of your coffers by selling off the excess loot you’d obtained from the bandit camp, henryk had set upon following up other leads for work - specifically, he’d gone seeking news of the farmers and the guilds who, a week ago, had been keen to hire on the Freemen.

As you settle for a baked dinner and several cups of mulled wine, the latter helping fight off the evening chill that has become commonplace the last few nights, Henryk debriefs on all he has heard about town.
>>
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Ellita, a representative of the guild council that seems to hold significant sway over the business of Haedleigh, was nowhere to be found. While Henryk was refused an audience with her when he finally tracked down the base of operations for the council, he did manage to extract tales from some of the local small businesses about a bloody matter that befell the town not long before you returned from your last mission.

Only two evenings ago, it’s said in whispered tones, a whole sect of the town’s Golden Brotherhood trading company were killed in cold blood. Word of the slaughter spread quickly and the common word on the street was that the Brotherhood hadn’t conformed to the guild council’s way of things, and that there wasn’t likely to be an investigation by the local authorities.

Henryk then refers to the farmers who, while heavily intoxicated, had propositioned you last time you were in Haedleigh about a problem they were encountering with a so-called wild shaman from the woods to the south east. Henryk was unable to track down those particular farmers, but had enquired at a number of drinking holes around town. The general consensus seems to be that most don’t believe the tales of the shamanic activities plaguing the properties on the fringes of town, but regardless the small union of farmers who had been looking for help hadn’t been seen in town for several days.

With that intelligence you and the rest of the Freemen end a long, productive day in Haedleigh. Come morning, the men are eager to see more of the newly acquired wealth and, especially amongst those who are new to the ranks, to hear about what’s next for the company.

How is the next day spent?

>> Looking for jobs (choose: from local business, local leadership, or the shadier part of town)
>> Looking for new recruits
>> Investigating the farm properties out of town (rumours of shamanic activity)
>> Raising the morale of the company (2 krowns)
>> March toward… (write in destination/direction)
>> Write in
>>
>>4925292
>> Investigating the farm properties out of town (rumours of shamanic activity)
>>
>>4925292
>> Looking for jobs (choose: from local business, local leadership, or the shadier part of town)
>>
>>4925292
>>> Looking for jobs (choose: from local business, local leadership, or the shadier part of town)

Let’s look for work with more merchants. We seem to have good standing now and they pay well
>>
>>4925292
>> Investigating the farm properties out of town (rumours of shamanic activity)
>>
>>4925292
>Looking for jobs authorities
>>
>>4925292
>Looking for jobs: Merchants
>>
>>4925292
>> Investigating the farm properties out of town (rumours of shamanic activity)
If nothing else, we may as well loot the place in case we find nothing.
>>
>>4925292
>> Investigating the farm properties out of town (rumours of shamanic activity)
>>
>>4925292
>Investigating the farm properties out of town (rumours of shamanic activity)
>>
>>4925308
>>4925332
>>4925427
>>4925839
>>4925858

>> Investigating the farm properties out of town (rumours of shamanic activity)

Pursuing the prospect of coin, and perhaps indulging a little curiosity, the following morning you have the Freemen gear up and prepare for a short march south. The farmers you spoke to the week prior had told tales of foul play amongst their fields - crops supposedly rot overnight, cattle are found mutilated, and the water in their wells has turned bad or run dry for no apparent reason.

Henryk and his men, locals to the frontier, hadn’t been too keen to go digging into rumours of shamans or witchcraft. Despite that, though, there had been a promise of coin for what would surely be a simple task.

The lands south of Haedleigh open to fertile farmlands dotted with tiny villages and homesteads. The main road departs further south, though many small dirt tracks lead around the large private properties where most of the town's food supply comes from.

As your regiment searches across the farmlands for the families you had heard from in Haedleigh, you come across a grisly sight. In one of the roadside fields you discover a dozen or so dead beasts - cows and sheep, all mutilated and some with their innards turned outward. Flies buzz all about the massacre site and the smell wafts a great distance on the slight afternoon breeze. You suspect the corpses have been there for a day or two already.

Evening sets in as the Freemen arrive at a small property to the edge of the farmlands, where a large farmhouse and two barns sit nestled against a small thicket of trees that prelude the lightly wooded lands to the east.

Given the arrival of almos t60 armed mercenaries, the owner of the homestead greets you on the approach with a lantern held high. As you reach the ring of light around him you recognise the face of the man you’d previously met with about the hardships here, and his eyes indicate that the recognition is mutual.

“Didn’t expect to see you folk back around here. Petty work for mercenaries, i’nnit, looking out for poor farming folk?” There isn’t so much as a challenge in his voice, rather an exasperation that’s replaced the desperation the man had had last time you spoke.

>> “We’re looking for work and, last we spoke, the coin here seemed well enough. If you still intend to pay the agreed krowns, we’re happy to look into your woes.”

>> “We don’t work for free, though I’ve seen with my own eyes just this afternoon the validity of the vile acts you’re dealing with here. We’d be happy to assist you and your kin for whatever gold you can offer.”

>> “We’ve seen your woese firsthand, on the road, and we’re here to help. If something vile is indeed afoot, we’d be happy to investigate it regardless of what you might be able to offer us in return.”

>> Write in
>>
>>4925962
>>> “We’re looking for work and, last we spoke, the coin here seemed well enough. If you still intend to pay the agreed krowns, we’re happy to look into your woes.”

Of course, if they can't come up with the money we could barter
>>
>>4925962
>> “We’re looking for work and, last we spoke, the coin here seemed well enough. If you still intend to pay the agreed krowns, we’re happy to look into your woes.”
>>
>>4925962
>> “We’ve seen your woese firsthand, on the road, and we’re here to help. If something vile is indeed afoot, we’d be happy to investigate it regardless of what you might be able to offer us in return.”
>>
>>4925962
>> “We’re looking for work and, last we spoke, the coin here seemed well enough. If you still intend to pay the agreed krowns, we’re happy to look into your woes.”

I don't want him to try and shortchange us, but if he could pay us the total amount in food or supplies, I guess that would be okay?
>>
>>4925962
>>> “We’re looking for work and, last we spoke, the coin here seemed well enough. If you still intend to pay the agreed krowns, we’re happy to look into your woes.”
>>
>>4925962
>> “We don’t work for free, though I’ve seen with my own eyes just this afternoon the validity of the vile acts you’re dealing with here. We’d be happy to assist you and your kin for whatever gold you can offer.”
>>
>>4925962
>> “We’re looking for work and, last we spoke, the coin here seemed well enough. If you still intend to pay the agreed krowns, we’re happy to look into your woes.”
>>
>>4925962
>> “We don’t work for free, though I’ve seen with my own eyes just this afternoon the validity of the vile acts you’re dealing with here. We’d be happy to assist you and your kin for whatever gold you can offer.”
>>
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>>4925991
>>4926092
>>4926134
>>4926384
>>4926461

>>> “We’re looking for work and, last we spoke, the coin here seemed well enough. If you still intend to pay the agreed krowns, we’re happy to look into your woes.”

“Sir, you surely understand, we folk of the land have so little to our names.” There is a desperate look on his face, one he’s clearly shameful to show in the company of several dozen well armed, disciplined warriors. “We can gather together all we can, yes. I think once I speak to my neighbours, with assurance of your help, we should be… we can… we’ll get your gold, yes.”

The initial work he had offered payment for was vague - help stop some of the unwieldy and unexplainable events occurring in the farmlands. For that, this man and his neighbours had offered 15 krowns, and another 30 krowns once the issue was set to bed.

Now, after a prolonged conversation here on the road, in the dark, the hesitant man settles on a new proposition - 50 krowns in total, once the work is complete. It’s clear he is out of pocket and unable to provide the money up front, and he suggests the time it takes you to investigate will be long enough for him to wrangle together financial input from the other farming families in the area.

Some of the Freemen don’t seem to like this offer, though Henryk is particularly warm toward the proposition. He enters the conversation with the farmer, learning his name - Ulseph Tell - and reassuring him that the harm to his land and his family can be undone.

Despite Henryk’s assurances, the old farmer is clearly wise enough to know the decision still rests with the leader of the company, and pleads to you to accept the offer.

>> “Very well, Ulseph. Tonight you offer us shelter and somewhere to sleep - tomorrow, we will begin an investigation. Whatever it is we conclude, you will honour the agreement - 50 golden krowns for our efforts.”

>> “Enough of this babbling. If you don’t have gold enough to pay us now, how can we believe you’ll be able to corral the coins in the coming days? This has been a waste of time.”

>> “While we wish to help, Ulseph, I cannot ask my men to venture far and wide and put themselves at risk without any due reward. I must insist in a pre-payment for our services - the 15 krowns that was propositioned last we met.”

>> Write in
>>
>>4927154
>>> “Very well, Ulseph. Tonight you offer us shelter and somewhere to sleep - tomorrow, we will begin an investigation. Whatever it is we conclude, you will honour the agreement - 50 golden krowns for our efforts.”
>>
>>4927154
>>> “Very well, Ulseph. Tonight you offer us shelter and somewhere to sleep - tomorrow, we will begin an investigation. Whatever it is we conclude, you will honour the agreement - 50 golden krowns for our efforts.”
>>
>>4927154

>> “Very well, Ulseph. Tonight you offer us shelter and somewhere to sleep - tomorrow, we will begin an investigation. Whatever it is we conclude, you will honour the agreement - 50 golden krowns for our efforts.”
>>
>>4927154
>> “Very well, Ulseph. Tonight you offer us shelter and somewhere to sleep - tomorrow, we will begin an investigation. Whatever it is we conclude, you will honour the agreement - 50 golden krowns for our efforts.”
It's not like he could stop us from taking them if he didn't want to pay up
>>
>>4927154
>> “Very well, Ulseph. Tonight you offer us shelter and somewhere to sleep - tomorrow, we will begin an investigation. Whatever it is we conclude, you will honour the agreement - 50 golden krowns for our efforts.”
>>
>>4927154
>> “Very well, Ulseph. Tonight you offer us shelter and somewhere to sleep - tomorrow, we will begin an investigation. Whatever it is we conclude, you will honour the agreement - 50 golden krowns for our efforts.”
>>
>>4927154
>> “Very well, Ulseph. Tonight you offer us shelter and somewhere to sleep - tomorrow, we will begin an investigation. Whatever it is we conclude, you will honour the agreement - 50 golden krowns for our efforts.”
>>
>>4927154
>>> “Very well, Ulseph. Tonight you offer us shelter and somewhere to sleep - tomorrow, we will begin an investigation. Whatever it is we conclude, you will honour the agreement - 50 golden krowns for our efforts.”
>>
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>>
Is it dead qm?
>>
>>4927154
>>> “Very well, Ulseph. Tonight you offer us shelter and somewhere to sleep - tomorrow, we will begin an investigation. Whatever it is we conclude, you will honour the agreement - 50 golden krowns for our efforts.”
>>
Bump
>>
>>4927154